21-October-2016
FIXING THE SOLENOIDS
Very excited after yesterday but I wanna play the whole game! Having no solenoids working (except the flippers) is frustrating. Went to Maplin last night a picked up a 10-pack of 1 Amp Time Delay (Slow Blow) 31mm fuses - code GL91Y, £3.29. Popped one in under the playfield and turned the game on...
Snap! went the left slinghshot and
Bang! went the fuse. I guess we've got a dead Q transistor on the solenoid driver board.
I removed the A3 AS-2518-22 SOLENOID DRIVER/VOLTAGE REGULATOR MODULE from the backbox to test it on the workbench. Immediately Q9 is looking suspicious as it's a different transistor TIP102 from the others, all original 2N6045. On the underside Q9 has clearly been reworked and not particularly well. Blobby soldering and scraping in between the tracks. Also, Q18 and Q19 are missing. Q18 doesn't matter as it's "Not Used" but Q19 is the Coin Lockout. Again, not ultra critical but no reason why it needs to be missing. I also too the opportunity to cable tie capacitor C23 into place permanently.
Anyway, I tested all the Q transistors with the multi-meter on DIODE setting. Testing is very simple. Just put the black lead on the metal tab of the transistor to be tested and then touch the red lead onto each of the three legs in turn (this is more easily done on the underside and I use a crocodile clip to connect the black lead to the metal tab). The middle leg should read zero, and the outer legs should read between 0.300 and 0.600 volts. Then swap the leads over and clip the red cable to the transistor tab and use the black lead to probe the 3 legs. You should get the same results again. If any reading is different or out of the 0.300 to 0.600 range replace the transistor with a TIP102 (lucky I recently a job lot of 100!).
In my case all the Q transistors were fine apart from Q9 which read zero on all tests. Dead. And this will cause whichever coil it's set to drive to lock on constantly. Checking the schematic (see blow) Q9 is responsible for driving the LEFT SLINGSHOT (by default)
or the LEFT 4 DROP TARGET #4. This "or" is controlled by the SOLENOID EXPANDER MODULE AS-2518-66 that's mounted on the underside of the playfield. The SOLENOID EXPANDER is controlled by a lamp circuit on the AS-1518-23 LAMP DRIVER MODULE and it's simply a relay that switches power between 2 sets of solenoids. Clever way of expanding the number of momentary solenoids that can by controlled by the MPU without changing the SOLENOID DRIVER board. It just required a single lamp channel to be able to control an extra 8 momentary solenoids. Notice that the extra solenoids under control are the individual reset coils on the drop-targets and not used in the heat of gameplay, so no conflict of interest that both solenoids need to be fired at the same instant. Basically this game is able to remember the state of the drop-targets between players. The main coil resets all the targets then the small coil on each target can be fired to drop them as required.
Whilst I had the board on the bench I also checked the blocking diodes CR1 to CR19 that feed each Q transistor as these often fail together. All tested fine. Just use the multi-meter on DIODE mode again and you should a reading of between 0.400 and 0.600 volts. Swap the leads round and you should get a value in the same range again. If you don't replace the diode with another 1N4004.
After putting the board back in the game I put the game into TEST MODE using the button on the ALLTEK MPU. First press is Lamp Test Mode which flashes all lamps. Surprised that that I only seem to have 1 dead lamp, the down arrow for the PAC MAZE. Second press is Display Test Mode which cycles all the displays to show 0 to 9 on every digit, e.g., 0000000, 1111111, 2222222, etc. Third press is Solenoid Test Mode and I'm pleased to hear all the solenoids fire in order (except the coin lockout). Fourth press is Sound Test Mode and the SQUAWK & TALK starts repeating a very annoying alarm! Fifth press and we're into Switch Test Mode. For this the displays will flash the number of any stuck switch with a ping sound or silently display "0". The displays shows "05" which is the TROUGH KICKER... the ball is in the drain hole! Take it out and with no further sound the displays show "0". Yes! No stuck switches. Next I check the backbox information and activate all the numbered switches in order. I've got a couple of dead switches:
Number 10 isn't a problem as won't be using coins but a quick inspection reveals it's simply because one of the wires has come off. #04 and #23 are problematic for gameplay because it means the MPU doesn't know when either the LEFT or TOP drop-target banks have been completed, thus affecting the rules. Suspect loose wires, dirty contacts, naff IDC connectors or dead diodes but will deal with them later. The whole game is going to be stripped and rebuilt after all!
After a quick wipe over with Mill Wax (I don't think there's much more harm I can do to this playfield) it's time for a few games
Damn, this thing plays fast and all three linear flippers are strong. Even the linear slingshots don't hang about (I replaced the linear slingshot on my GOLD BALL with the older vertical type as it seemed weak). Slight issue with holding the ball on the left flipper: there's a small chunk missing in the clear lower plastic so the ball hangs up even when the flipper is down (you can see this happening in the video below).
I was also very pleased to make the shooter skill shot FIRST TIME