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In Progress Jungle Lord

Fantazia2

Site Supporter
Joined
Nov 3, 2015
Messages
1,230
Location
Darlington, UK
Alias
Chris
I picked up Nigel Lunts old Jungle Lord and currently working through a few issues.

Display
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Player 2 and 3 displays not working
Player 1 and Match display having missing/incorrect numbers showing.
Payer 4 has Millions/comma digit missing

Sound
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Sounds not always working during gameplay, coin door test plays sounds.

Solenoid Fuse
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Has a 4A SB instead of a 2.5SB, seems to keep randomly blowing, suspect this is why its a 4 instead of 2.5


Issues after picking up
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Ball not kicking out on game start
A few Lights out on playfield
 
Sorting issue after pickup that werent there before.


Ball not kicking out on game start
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Checked Right Ball Lane switch with multi meter and is activating ok, ran switch test from coin door diagnostics and found a few other switches not working, checked switch matrix and found that the right ball ramp along with others are on the same row, unplugged and reseated all connections for the switches and tested again and row of switches now all registering again.

Some Lights out on playfield
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Ran light test from coin door diags and checked light matrix and found the missing lights are all on the same Column 8 Yellow/Gry Wire - TO FIX LATER.
 
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Light Matrix Column 8 Out
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Decided to check that that Light Matrix PIA (IC10 PIA3) was outputting correctly for Bank 8 so pulled out the Schematic and the logic probe.

Managed to work out that Column 8 is linked to Pin 17 (PB7 on PIA) going through an AND gate before getting to the transistors, confirmed that the output from the PIA was strobing on the logic probe and confirmed the input on the AND gate was also strobing to check the path, confirmed the on pin 26 (PB6) for Column 7 which is working for the correct behaviour and all checked out ok.

Looked at the schematic to check which transistors column 8 uses and identified Q66 and Q77 and their locations on the PCB.

Decided to check the Resistors for that circuit and found all were in spec apart from R156 the large 27ohm 3watt resistor that are apparently troublesome and found it was open circuit. Confirmed with a DMM that the tracks between the 2 ends get to where they should be so hopefully replacing that resistor will fix the issue.

Ordered some resistors so will replace once arrived to confirm if that fixes the issue.
 
Light Matrix Column 8 Out
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Replacement Resistor arrived, decided to try croc clipping it in place to the existing resistor legs to test the theory without taking the board out, turned on and now the lights linked to column 8 are all working again.

Added replacing the resistor to the ToDo list for later, may do them all as a precaution.

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Sound Issues
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Running a sound test from the coin door controls plays sounds for 0 to 4 ( or 1 to 5 not 100% sure now) and comparing to videos on YouTube it plays all the sounds correctly except instead of saying Jungle Lord followed by an Elephant trumpet, it only plays the elephant trumpet.

Running the sounds test from directly on the sound PCB only plays sounds and doesnt play any speech at all, checked on the speech board and found IC6 rom had been repaired in the past and likely the cause, also another leg fell off when the chip when it was removed, the other 2 roms on the sound board appear to have already been replaced at some point in the past.

Ordered replacement EPROM for IC6, awaiting delivery to confirm that's the issue.

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Display Issues
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Player 2 and 3 displays not working - Tested swapping cables with 1 and 4 and they appear to be dead.
All displays go out after a while - Not sure if this is 100v DC supply issue or on the master board.

Xpin replacement display set ordered to replace all the displays and control board and get rid of the 100v power supply.

Missing/incorrect characters for Player 1 and Match/Ball in play display, check in the service manual for and pulled out the logic probe and checked all the BCD outputs from the MPU board with the scrolling display test running, all outputs for BCD2 working ok as expected for Player 3,4 and credit, but found that D1 for BCD1 is very hit and miss, pushing on the connector seems to get it working again for a short amount of time, looks like the headers need reflowing, added to the To Do List.

Missing millions character on Player 4 (and Player 2 as they share a strobe output), again out with the service manual and the logic probe, checked on the output pin for Strobe 10 (Pin 8 on 1J6) on the MPU board and found that it was permanently pulled High, all the other strobes and switching between low and high as expected, pushing on the connector made no difference. Checked the schematic and traced the output back to pin 2 on IC29 which is a DIP resistor pack and found that that was showing as always High as well, back to the schematic and found that strobe 10 output is from pin 9 of the 4 to 16 decoder at IC6, stuck the logic probe on it and could see it triggering ok, looks like the issue lays with the track between pin 9 on the 4 to 16 decoder and pin 2 on the DIP resistor chip, board already has had a repair in this section on another strobe output from the 4 to 16 so will need to look into it further when I remove the MPU to reflow the headers for the BCD outputs.

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Gameplay Issues
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Got some replacement 2.5SB fuses for the solenoids, put one in and started a game, pressing both of the flipper buttons together causes the game to reset. Did a quick google and suggestions to fix this included removing and reconnecting the power connector to the MPU and also replacing the large filter cap on the power PCB at C10. Checked the power PCB and say that the filter cap had already been replaced at some point so attempted the remove and reinstall connector on the MPU option, this appears to have fixed the issue with resets when both flipper buttons pressed.

Started a game and drained the first ball, the solenoid fired the ball back into the ball ramp but the end of ball sequence didnt start, outhole switch must be working as it triggered the solenoid, checked playfield behaviour and found that both lower drop target banks no longer register along with the 2 kickouts on the upper playfield, other targets rollovers and the upper drop targets all seem to be registering correctly and still scoring while the game is like this, so the CPU is still running, very strange. Checking the switch matrix all the drops and kickouts are on the same columns. Back out with the logic probe and started another game, drop targets and kickouts all work ok until the ball drains and the same thing happens, try the logic probe on the switch column outputs and find all are strobing ok so dont think its an issue with the switch PIA as they all also register ok until the first ball drains. Keep hitting random switches on the playfield and can sometimes seem to trigger the end of ball sequence so the game moves onto the next ball, although ball in play display is not advancing correctly, but not sure if I started a 2 player game or not. Also tried with a 2+ player game to see and it still gives the same behaviour.

Decided to have a check of voltages in the backbox, checked the 5v logic on the power PCB and seems to be outputting around 4.97v which I read should be enough, also checked at the 5v test point on the MPU and voltage still the same there as well.
Noticed something odd with the the test point for the memory protect coindoor lockout switch, manual says this should show ~5v when closed but only getting 3.4v, need to do some more checks on the MPU for voltages.

Another thing noticed, ran the diag test on the MPU and it flashes 0 and then goes off suggesting everything testing ok, there is also an enter button above the diag button that can't seem to find any mention in manual about its purpose, pressing and holding displays 3 on the diag LED which would point to a ROM issue but not sure if that's the correct purpose.
 
The 'enter' button on the Cpu board is meant for instances where an L7 board has replaced an earlier type. The earlier games had 'master commands' such as clearing bookkeeping, install factory settings, etc. The enter button would initiate these, after selecting what was required from a DiL switch. Such examples also had two diagnostic l.e.d.'s, besides the 7-segment display chip. Games before Flash introduced 'front-end programming' require setting two banks of option switches and then pressing this enter button to make each and any change from factory settings. Many L7 boards don't have these largely redundant components at all.


The 'Type 2' audio board usually produces a few test sounds, and then all the speech vocabulary (if a speech module is attached), after pressing the on-board test button.
 
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There is a switch test in the menus you can run to check all switches are working correctly.

Done this and all switches register correctly apart from one on the upper playfield slingshot which seems to be a pain to get access to, but the test is not reporting any stuck closed.

Also made sure that the 2 ball ramp switches are the correct way round as seen mention of an issue on Black Knight where the manual lists them backawards.
 
The 'enter' button on the Cpu board is meant for instances where an L7 board has replaced an earlier type. The earlier games had 'master commands' such as clearing bookkeeping, install factory settings, etc. The enter button would initiate these, after selecting what was required from a DiL switch. Such examples also had two diagnostic l.e.d.'s, besides the 7-segment display chip. Many L7 boards don't have the redundant components at all.

The 'Type 2' audio board usually produces a few test sounds, and then all the speech vocabulary, after pressing the on-board test button.

That explains that one then, although this board does also have the 2 test LEDs added to it next to the 7 segment display, and a blanking LED added to the driver board to show that is working.

And also what I was expecting from the sound board when I pressed the test button but I got no Speech out, which I found odd when it was playing the elephant trumpet noise via the coin door test, but suspect it has something to do with the condition of IC6 as saw mention of a thread on pinside to say if it doesnt detect IC6 being present it wont play the speech. Found that I could change the speech dip switch on the main sound PCB to not enable sound and started getting sounds playing in game and also got a different sound playing from the coin door test where the elephant trumpet was before.
 
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Update on the game getting stuck when the ball drains, managed to narrow it down to it stopping when the game registers the ball has drained and been fired across back into the ball lane as the score display stops strobing but it then doesnt add in the bonus score, getting it into ball save mode and draining via one of the outlanes worked perfectly so didnt think it was an issue with the switches or switch Matrix, and suspected it was ROM or RAM based.

Decided to reseat all the ROM chips and found this at IC26. Hard to see from the first picture but one of the legs was bent under the chip itself, I dropped it before getting a picture of the underside and the leg fell off.

New game ROMs ordered along with a set of New Tricks ROMs and will have to see if that resolves the weird issue once installed.

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Interesting thread. I have had one of these for 20 odd years and it's always been temperamental as has its stablemate, Pharaoh. I hope you get it sorted out.
 
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