Difference between revisions of "Gameplan Repair"

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That’s it. The board is now ready to take standard 2716s which you can simply pop into the sockets and they will be used by the machine.
 
That’s it. The board is now ready to take standard 2716s which you can simply pop into the sockets and they will be used by the machine.
 
====ROM Sizes, Cutting, Strapping, Compatibility Issues====
 
====ROM Sizes, Cutting, Strapping, Compatibility Issues====
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Starting around the time of Attila the Hun, Game Plan switched to using 2732 EPROMs instead of 2716 EPROMs or masked ROMs, likely because of cost and availability/flexibility.  From AtH to Andromeda, all Game Plan machines used a 2732 ROM in U13 and a 2716 ROM in U26 with a few exceptions. Then with Cyclopes, all three ROM sockets were populated with 2732s, the only Game Plan machine configured as such.
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 +
"Typical Late GP ROM Config"
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The exceptions to the above are AtH, Lady Sharpshooter and Andromeda. For AtH and LS, there are ROM images out there that use either three 2716s or one 2732 and one 2716. If you took the AtH version with the three 2716s and combined the U12 and U13 images into one, you get the 2732 AtH image. Try the same thing with the Lady Sharpshooter images however and it winds up the images don't match.
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 +
For Andromeda, there are ROM images out there that use either a 2732 and a 2716 or two 2732s. The 2732 image is different than the 2716 image (it’s not just the same image padded with extra blank space). A quick check does not reveal a difference in gameplay between the two versions.
 +
Seeing this, you would think that it would be safe to combine the U12 and U13 images for any game prior to AtH and cut/jump the board to use a 2732. Unfortunately this is not the case. While you can do this and may get the MPU board to boot, the fact is that the machine may not work correctly. Switches and solenoids may be misregistered so you can have problems like the wrong sound playing, the wrong solenoid firing or switch hits not being recognized. The reality is this:
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 +
<strong>If a machine was originally configured to use 2716s (machines before Attila the Hun), it is best to use 2716s and should not be changed to use a 2732 by combining the ROM files.
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If a machine was originally configured to use 2732s (machines from Attila the Hun to Andromeda), it is best to use a 2732 and should not be changed to use two 2716s by splitting the ROM file. </strong>
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The reason why it is important to note this is that if you are using a board that was originally in say a Sharpshooter and want to use it in Andromeda, you must cut and jump the board for 2732 use. Alternatively, if you have a board that was in an AtH and want to use it in an OCI!, you have to undo the 2732 cuts/jumps to allow it to use 2716 EPROMs.
 +
In a previous post - https://pinside.com/pinball/forum/topic/game-plan-mpu-repair-a-shotgun-guide-w-pix#post-1309268 – I detailed how to convert a board that used masked ROMs to use 2716 EPROMs. These modifications are also necessary if you want to use a board with 2732s as well. If you are looking to convert a board that used masked ROMs to 2732s, then start here. Also, if you have a board that uses 2732s and want to use it in a machine that uses 2716s, then this is where you need to wind up after converting.
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The procedure outlined below to go to or from 2716 <-> 2732 EPROMs are for machines from Attila the Hun through Andromeda with a ROM version that uses the 2716 at U26. This procedure does not cover what needs to be done to a board for Andromeda with two 2732s or Cyclopes as those are different.  For AtH through Andromeda, there are four additional steps required with cuts or jumps to the board in addition to the previously mentioned 2716 cuts/jumps.
 +
1 – Cut/jump the trace to pin 21 on U26
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<<img_0031 cropped>>
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From 2716 to 2732: Cut the trace to pin 21 that goes from U13 to U26. Normally this trace was cut under the socket at U26 as shown in the photo. You can try cutting this trace next to the socket but you must be sure to not cut the adjacent traces. The trace under the socket has more room and more margin for error.
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<<img_0033 cropped>>
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From 2732 to 2716: Install a jumper wire from pin 21 on U13 to pin 21 on U26 as shown in the photo. This reestablishes the connection that was cut at the factory.
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2 – Jump/remove the wire from pin 21, U12 to pin 13, U25
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From 2716 to 2732: Install a jumper wire from U12, pin 21 to the pad shown in the photo. If you trace this down on the board, you’ll see it goes to pin 13 on U25.
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<<u12 jumper cropped>>
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From 2732 to 2716: The grey wire you see in the photo above was installed at the factory. Remove this wire to use 2716s.
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3 – Cut/jump the trace from U4, pin 12 to U25, pin 13
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<<u25 cropped>>
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From 2716 to 2732: Notice the cut mark on the board between U24 and U25. By cutting this trace here you will sever the connection from U4, pin 12 to U25, pin 13.
 +
<<img_0032 cropped>>
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From 2732 to 2716: You can easily reestablish the connection from U4, pin 12 to U25, pin 13 by using the jumper holes on the board. By soldering a jumper wire to the holes as shown, you will be connecting the two aforementioned pins.
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4 – Ground/remove ground to U4 pin 12
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From 2716 to 2732: Scrape off the solder mask above the jumper hole and use a short piece of wire lead cut off from a resistor and solder these two together.
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<<u25 cropped>>
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From 2732 to 2716: As shown in the photo above this jump was also performed at the factory. Remove it and any solder insuring that there is no continuity between the pad and the ground trace (should look like the photo in step 3 above).
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It is worth noting here that there is one other jump which needs to be performed if you’re taking a board from a game with 6 digit scoring and installing it in one with 7 digit scoring – pin 12 of U22 to pin 9 of connector J4. You see in the photo below, this jumper from the connector to the nearby pad completes this jump. This is another factory installed jumper wire.
  
 
===MPU boot issues===
 
===MPU boot issues===

Revision as of 15:19, 6 July 2015

ExclamationPoint.jpg
Note: This page is a work in progress. Please help get it to a completed state by adding any useful information to it.


For history of Gameplan see Gameplan.

1 Introduction

GamePlan made pinball machines from 1978-1985. Their first pinball machines were cocktail size. The first full-size pinball machine was SharpShooter designed in 1979 by Roger Sharpe. The last pinball machine produced by GamePlan was called the Loch Ness Monster and only one was produced. The machine still does exist today in a private collection. GamePlan also made one widebody pinball machine called Global Warfare, which was designed by Roger Sharpe as well. The artwork was created by John Trudeau. Only ten Global Warfare machines were produced. Roger didn't realize that this design had ever been put into production until being presented with one during pinball expo.

2 Games

  • Agents 777
  • Andromeda
  • Attila the Hun
  • Black Velvet (cocktail)
  • Camel Lights (cocktail)
  • Captain Hook
  • Challenger
  • Chuck-A-Luck (cocktail factory conversion of Real)
  • Cyclopes
  • Family Fun (cocktail)
  • Foxy Lady (cocktail)
  • Global Warfare (widebody)
  • Lady Sharpshooter (cocktail)
  • Loch Ness Monster (prototype)
  • Mike Bossy the Scoring Machine (never produced)
  • Old Coney Island!
  • Pinball Lizard
  • Real (cocktail)
  • Rio (cocktail)
  • Sharp Shooter II
  • Sharpshooter
  • Star Trip (cocktail)
  • Super Nova
  • Vegas (cocktail)

3 Technical Info

GamePlan utilized the Z80 microprocessor as their CPU of choice for all of their games. The early cocktail pins used the MPU-1 board, and the full-size machines used the MPU-2 board. The only difference is the amount of RAM. GamePlan used individual driver boards for the solenoids (the SDU-1 board) and lamps (LDU-1 and LDU-2 boards). The displays on all GamePlan machines are LED displays and hold up quite well because of this. The sound system did change frequently, starting out with Chime units in the early cocktails, to solid state "hard-wired" sound boards, to sound boards that were designed using the Motorola 6802 processor (MSU-1, MSU-2).

3.1 Switch Matrix

GP sw matrix chart.jpg
GamePlan Switch Matrix

4 Problems and Solutions

With GamePlan using individual boards for everything, interconnects tend to be a culprit for many problems. Before you do anything, you should first unplug all boards, and check the voltages on the power supply.

4.1 Power Problems

First and foremost, replace the big capacitor! This fix a lot of issues with GamePlan pins. The actual capacitor value in this PSU-1 power supply varies, as some machines were shipped with the 25v 11,000 capacitor (typically the silver color) and some were shipped with a 15,000 25v capacitor (typically a blue color). Make note of the polarization of the capacitor, cut off the screw mounts (or desolder them), and replace the capacitor with either another screw mount or through-hole design. If through-hole, just use some hookup wire to jumper the capacitor to the circuit board.

4.2 MPU ROMs

4.2.1 Modifying the MPU-2 Board for 2716s

Early MPU-2 boards came from the factory configured for 2316-type masked PROMs. With any sort of corrosion or tarnishing of the pins, these ROMs could very likely be damaged and unusable. Below are a pair of original ROMs from an Old Coney Island - notice the tarnishing on the pins.

Original OCI! PROMs












The easiest thing to do is get a new set of standard 2716 ROMs. The good thing about the MPU-2 board is that it is designed to accommodate 2316s, TMS2716s, standard 2716s, 2532s or 2332s with a few simple board modifications. With a little more work the board can also handle 2732s (more on this later). MPU-1 boards can also be cut and strapped for 2716s but the procedure to do so is different than what's outlined below. Standard 2716s are best since they are easily available, and most EPROM programmers can handle them.

To set the board to use 2716s simply requires cutting two traces and installing two jumpers. This process breaks the ground connection to pin 21 of the ROMs bringing 5v instead and drives the logic level correctly for reading 2716s. Trying to interpret the schematics for what to do here is a challenge, to say the least but it is easy to do if you can see what needs to be done. Three steps are done on the component side of the board (steps 1, 2 & 4 below) and one step is done on the solder side (step 3.) Here’s the photo guide to how to do it.

Step 1


Step 1 - First thing you need to do is cut a trace on the component side of the board. There is a via which is between pins 35 and 34 of the Z80 that then connects to pin 21 of the ROMs. You’ll know this is connected because you can test for continuity between test point 7 (ground) and pin 21 on any of the three ROM sockets. Cut the trace carefully next to the via with a Xacto knife, insuring you don’t damage the traces on either side of the via. If you don’t want to cut the trace you can remove the solder from the hole and drill it out with a tiny drill – you just need to break the connection from one side of the board to the other. You’ll know you’ve successfully cut the trace by testing for continuity between TP7 and pin 21 on any of the three ROMs – there shouldn’t be any.












Step 2


Step 2 – Next, on the component side, install a jumper between the two pads below U26. This brings 5v to pin 21 which is required to read the 2716s. Using a cut off lead from a resistor is the easiest way to make this jump. Remove solder from the holes, install the cut off lead, solder it in place and trim. You’ll know this is working because you should now have continuity between TP1 and pin 21 on any of the ROMs.










Step 3


Step 3 – Now, on the solder side of the board cut the trace that goes to pin 8 on U24. You’ll see a mark on the board that indicates what to cut. When you’re done, there should be no continuity between pin 8 on U24 and pin 18 of U13.










Step 4


Step 4 – Now back on the component side of the board install another jumper between the two pads above U24 as shown – this is the bypass for U24 to provide the correct logic level at pin 18 of U13. You’ll know this is working if you have continuity between pin 8 at U25 and pin 18 of U13.








That’s it. The board is now ready to take standard 2716s which you can simply pop into the sockets and they will be used by the machine.

4.2.2 ROM Sizes, Cutting, Strapping, Compatibility Issues

Starting around the time of Attila the Hun, Game Plan switched to using 2732 EPROMs instead of 2716 EPROMs or masked ROMs, likely because of cost and availability/flexibility. From AtH to Andromeda, all Game Plan machines used a 2732 ROM in U13 and a 2716 ROM in U26 with a few exceptions. Then with Cyclopes, all three ROM sockets were populated with 2732s, the only Game Plan machine configured as such.

"Typical Late GP ROM Config"

The exceptions to the above are AtH, Lady Sharpshooter and Andromeda. For AtH and LS, there are ROM images out there that use either three 2716s or one 2732 and one 2716. If you took the AtH version with the three 2716s and combined the U12 and U13 images into one, you get the 2732 AtH image. Try the same thing with the Lady Sharpshooter images however and it winds up the images don't match.

For Andromeda, there are ROM images out there that use either a 2732 and a 2716 or two 2732s. The 2732 image is different than the 2716 image (it’s not just the same image padded with extra blank space). A quick check does not reveal a difference in gameplay between the two versions. Seeing this, you would think that it would be safe to combine the U12 and U13 images for any game prior to AtH and cut/jump the board to use a 2732. Unfortunately this is not the case. While you can do this and may get the MPU board to boot, the fact is that the machine may not work correctly. Switches and solenoids may be misregistered so you can have problems like the wrong sound playing, the wrong solenoid firing or switch hits not being recognized. The reality is this:

If a machine was originally configured to use 2716s (machines before Attila the Hun), it is best to use 2716s and should not be changed to use a 2732 by combining the ROM files.

If a machine was originally configured to use 2732s (machines from Attila the Hun to Andromeda), it is best to use a 2732 and should not be changed to use two 2716s by splitting the ROM file.

The reason why it is important to note this is that if you are using a board that was originally in say a Sharpshooter and want to use it in Andromeda, you must cut and jump the board for 2732 use. Alternatively, if you have a board that was in an AtH and want to use it in an OCI!, you have to undo the 2732 cuts/jumps to allow it to use 2716 EPROMs. In a previous post - https://pinside.com/pinball/forum/topic/game-plan-mpu-repair-a-shotgun-guide-w-pix#post-1309268 – I detailed how to convert a board that used masked ROMs to use 2716 EPROMs. These modifications are also necessary if you want to use a board with 2732s as well. If you are looking to convert a board that used masked ROMs to 2732s, then start here. Also, if you have a board that uses 2732s and want to use it in a machine that uses 2716s, then this is where you need to wind up after converting. The procedure outlined below to go to or from 2716 <-> 2732 EPROMs are for machines from Attila the Hun through Andromeda with a ROM version that uses the 2716 at U26. This procedure does not cover what needs to be done to a board for Andromeda with two 2732s or Cyclopes as those are different. For AtH through Andromeda, there are four additional steps required with cuts or jumps to the board in addition to the previously mentioned 2716 cuts/jumps. 1 – Cut/jump the trace to pin 21 on U26 <<img_0031 cropped>> From 2716 to 2732: Cut the trace to pin 21 that goes from U13 to U26. Normally this trace was cut under the socket at U26 as shown in the photo. You can try cutting this trace next to the socket but you must be sure to not cut the adjacent traces. The trace under the socket has more room and more margin for error.

<<img_0033 cropped>> From 2732 to 2716: Install a jumper wire from pin 21 on U13 to pin 21 on U26 as shown in the photo. This reestablishes the connection that was cut at the factory.

2 – Jump/remove the wire from pin 21, U12 to pin 13, U25 From 2716 to 2732: Install a jumper wire from U12, pin 21 to the pad shown in the photo. If you trace this down on the board, you’ll see it goes to pin 13 on U25. <<u12 jumper cropped>> From 2732 to 2716: The grey wire you see in the photo above was installed at the factory. Remove this wire to use 2716s.

3 – Cut/jump the trace from U4, pin 12 to U25, pin 13 <<u25 cropped>> From 2716 to 2732: Notice the cut mark on the board between U24 and U25. By cutting this trace here you will sever the connection from U4, pin 12 to U25, pin 13. <<img_0032 cropped>> From 2732 to 2716: You can easily reestablish the connection from U4, pin 12 to U25, pin 13 by using the jumper holes on the board. By soldering a jumper wire to the holes as shown, you will be connecting the two aforementioned pins.

4 – Ground/remove ground to U4 pin 12 From 2716 to 2732: Scrape off the solder mask above the jumper hole and use a short piece of wire lead cut off from a resistor and solder these two together. <<u25 cropped>> From 2732 to 2716: As shown in the photo above this jump was also performed at the factory. Remove it and any solder insuring that there is no continuity between the pad and the ground trace (should look like the photo in step 3 above).

It is worth noting here that there is one other jump which needs to be performed if you’re taking a board from a game with 6 digit scoring and installing it in one with 7 digit scoring – pin 12 of U22 to pin 9 of connector J4. You see in the photo below, this jumper from the connector to the nearby pad completes this jump. This is another factory installed jumper wire.

4.3 MPU boot issues

4.3.1 Relocating the battery from the MPU board

4.3.2 Repairing Alkaline Corrosion

The #1 problem found on gameplan machines is the 3.6v NiCad battery mounted to the MPU board exploding, causing acid damage to the traces around. Early GamePlan pinball machines (SharpShooter, ConeyIsland, SuperNova) mounted the board vertically which the battery fluid would damage mostly the reset circuitry. For the rest of the games that have the board mounted horizontally (Attila, 777, Lizard, Global Warfare, Cyclopes, etc.), the damage tends to be worse, as the traces and sockets for the roms, cpu, and ctc are damaged. If you have an acid damaged board, it is possible to recover it, but it takes lots of time and patience. The best place to check out the procedure is John Robertson's page Battery Leakage Repair

4.3.3 Connecting a logic probe to the MPU

4.3.4 Using a PC Power Supply For Bench Testing

4.3.5 Other MPU Repair Guides

4.4 Game resets

4.5 Solenoid problems

4.6 Lamp problems

4.7 Switch problems

4.8 Display problems

4.9 Sound problems

4.10 Flipper problems

4.11 Pop bumper problems

5 Parts Substitutions & Replacements

Since there aren't really any sources for spare Gameplan parts other than other Gameplan machines, broken or worn out parts typically have to be substituted using mainly commonly available classic Bally and Gottlieb parts.

5.1 Aftermarket Replacement Boards

5.1.1 MPU

Aftermarket replacement MPU boards can be obtained from here:

Jim Francesangeli
Echo Lake Pinball Service & Sales
925 Marwin Dr.
Hinckley, Ohio 44233
Tel: 330-278-2228

Boards are built in batches and not always available on-demand, so you may have to request to be added to a wait list before another batch of boards is built

Gameplan replacement MPU2 board
Gameplan replacement MPU2 board information sheet


5.2 Shooter Assembly

5.2.1 Housing

The beehive housing part # 4A-115-W is a direct replacement for the beehive housing found on Gameplan games. This can be obtained from marcospecialties.com, pinballlife.com, or pbresource.com

5.2.2 Shooter Rod

5.3 Pop Bumpers

5.4 Slingshots

5.5 Drop Targets

There are two general approaches to substituting broken Gameplan drop targets, and each method has its advantages and disadvantages. One uses Gottlieb drop targets, the other uses Data East drop targets

Drop target size comparison


5.5.1 Gottlieb Drop Target Substitution

Gottlieb Drop targets can be used as a near match for Gameplan drop targets, however, they will need to be modified. The slot in the center of the target will need to be lengthened. This is to ensure that the lift arm doesn't jam when the target is raised or dropped. This slot can be enlarged with a dremmel tool. Stack 2-3 blades to match the width of the slot, then lengthen the hole as necessary.

Additionally, a strip of foam or beer seal may be necessary on the reset bar in order to fully reset/raise the Gottlieb target. However, be mindful about not raising the target too high so as to avoid breaking off the foot of the target when it gets reset by the solenoid.

Gameplan & Gottlieb drop target feet comparison


This approach can potentially weaken the drop target and make it more prone to breakage. However, Gottlieb targets are a close enough size match that they can be used side-by-side with Gameplan targets (after the slot modification). Additionally, Gottlieb targets can be obtained in similar colors.

5.5.2 Data East Drop Target Substitution

1/4" spacers (or stacks of washers totaling 1/4" in height) will need to be added between the drop target cage and the bottom of the playfield. Additionally, wood screws that are 1/4" longer are also recommended to accommodate the spacers.

Data East drop targets only come in white, and cannot be color matched to the original Gameplan drop targets (however, there is a technique to dye plastic parts that might work). Also, because of the height change required to accommodate these drop targets, and the larger face size of the targets, the Data East drop targets can not be mixed and matched with original Gameplan drop targets.

Gameplan and Data East drop target face comparison


Despite these drawbacks, this is the easier substitution approach since it doesn't require the modification of the drop targets themselves, unlike with Gottlieb drop targets.

5.6 Drop Target Cage

If most or all of the Gameplan drop targets are unusable, instead of substituting individual targets, it is sometimes possible to replace the entire Gameplan drop target cage with a Gottlieb drop target cage that has the appropriate number of spaces for targets.

5.7 Flipper Assembly

Some flipper assembly parts can be substituted. However, there have also been unverified discussions about retrofitting WPC flipper assemblies to replace the original Gameplan assemblies.

5.7.1 Flippers

The plastic flippers can be substituted with a white Bally pre-1987 flipper & shaft. Part number: A-3994-5. This can be found on marcospecialities.com, pbresource.com, and likely with a few other vendors.

5.7.2 Bushing

A direct replacement is carried by marcospecialities.com as part number: 03-40001A.

5.7.3 Link

No direct substitution currently available, however you can cut and drill your own replacement. PBResource offers link material as part designation: MAT-LINK

5.7.4 Coil Stop

Coil stops on all Game Plan machines are shared between all mechanisms with the exception of the drop target coils.

The flippers, power (jet) bumpers, slings, ball kick out and ball kicker all use part # 10-00009A "plunger stop bracket". If you have access to a parted machine and need new flipper stops, oftentimes the ones from the slings have little wear on them and can be used as a replacement.

A possible substitution might be Gottlieb part GTB-A5189+ from PBResource.com, but this is currently unverified.

5.8 Solenoids/Coils

All coils are 24VDC. Most Gameplan coils are available from PBResource.com

  • 21-50001B used for single drop target and pop bumpers (a Gottlieb A-5194 is a close substitute). This coil uses sleeve # 03-40008N (same as Williams # 03-7066-2).
  • 21-50002B used for flippers (a Gottlieb A-17875 should work as a substitute). This coil uses sleeve # 03-40008N (same as Williams # 03-7066-2).
  • 21-50003B used for knocker and slingshot kickers (a Gottlieb A-19300 is a close substitute). This coil uses sleeve # 03-40008N (same as Williams # 03-7066-2) when used for slingshots. When used for knockers use sleeve # 03-40012N (same as Williams # 03-7066-4).
  • 21-50004B used for chimes (a Gottlieb A-26450 is a close substitute). This coil uses sleeve # 03-40027N (same as Williams # 03-7067).
  • 21-50005B used for ball return outhole (a Gottlieb A-16570 is a close substitute). This coil uses sleeve # 03-40008N (same as Williams # 03-7066-2).
  • 21-50006B used for ball return outhole (a Gottlieb A-17876 is a close substitute). This coil uses sleeve # 03-40008N (same as Williams # 03-7066-2).
  • 21-50007B used for large drop target bank reset (no substitutes available). This coil uses sleeve # 03-40038A (no substitutes available).
  • 21-50008B used for flippers (a Gottlieb A-24161 should work as a substitute). This coil uses sleeve # 03-40008N (same as Williams # 03-7066-2).
  • 21-50009B used for large drop target bank reset (no substitutes available). This coil uses sleeve # 03-40038A (no substitutes available).

6 Repair Logs

Did you do a repair? Log it here as a possible solution for others.