Star Tech Journal

Issue: 1981-July - Vol 3 Issue 5

S*T J
July 1981
10
WILLIAMS
"DEFENDER 11
SYSTEM
SUMMARY
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There has been an evolution
from the prototype DEFEN-
DER games introduced at
last year's A.M.OA. in
Chicago, to those currently
in production for the U.S.
and Canadian markets, in
both the ROMs used and
Circuit board design. The
changes in ROMs began
with enhanced Self-Test
capabilities and ended with
a program which allows the
same ROMs to be used in
the current upright games
and the soon-to-be avail-
able cocktail table version
of DEFENDER. Changes in
circuit board design was
done for compatability
between upright and cock-
tail table games.
White- and blue-labeled
RO Ms are 10-chip versions;
green- and red-labeled
ROMs are 11-chip versions.
Note that ROM Board
jumper changes are required
when changing a set of
RO Ms between 10- and 11-
chip versions.
The white-labeled ROMs
provided in prototype games
did not have a ROM test
and the RAM test was
incomplete. For this reason,
Williams will exchange a
later version for them. Please
make arrangements with
your Williams Distributor for
this exchange. White-labeled
ROMs can be easily identi-
fied by noting the top
"TODAYS GREATEST" high
score signature. After the
game is first turned on, "DRJ
20000" is indicated with
white-labeled ROMS.
Games with blue-or green-
labeled ROMs do not
display a message for
certain RAM Bank 2 failures.
If there is repeated RAM-
test scanning at power up,
switch Banks 1 and 2 of the
RAMs to isolate a possible
RAM fault. With multiple
RAM failures, only the
lowest RAM number is dis-
played. Faulty decoder
ROM(s) or associated cir-
cuitry can cause a RAM
failure indication. Power up
and reset self tests are
performed solely by ROM
3. Certain failure modes in
ROMs 7, 8, 10, and 11
prevent a ROM failure
message.
In addition to providing
compatibility for upright
and cocktail table games,
red-labeled ROMs retain
the credits in the game after
power down and include
minor program changes for
the cocktail table games.
These changes include re-
setting the "ALL TIME
GREATEST" high score sig-
nature from Special Function
28 only, and providing
more liberal adjustments
for difficulty of game play.
The newly designed CPU/-
Video Board is provided
with two decoder ROMs for
compatibility with cocktail
table games. Note that the
decoder ROM used in the
original board cannot be
used in the latest board.
The newly designed Inter-
face Board can also be used
in either the upright and
cocktail table game. Jumper
W1 on the new Interface
Board must be installed
when the board is used in
an upright game. In
addition, if blue- or green-
labeled ROMs are used,
Jumper W2 must be
removed from upright games.
For cocktail games (red-
labeled ROMs only) Jumper
W1 must be removed and
Jumper W2 be connected.
--cm----
-D[D-
00 0
MIDWAY
PAC-MAN, RALLY XI GORF
ANTI-STATIC
CLEANER APPLICATION
********************
When a game has a plexiglas front glass
and/or tinted Plexiglas TV tube overlay,
anti-static cleaner must be used.
When using any anti-static cleaner,
both surfaces of the Plexiglas must be
sprayed and cleaned individually. Also,
as a new policy, Midway will be using
this same anti-static cleaner to clean
the C.R.T. This is most important since
this is the prime source of static
discharge.
In the past Midway has been using an
anti-static cleaner called K-Lux. Mid-
way will continue using this product
until the stock has been depleted.
Midway will then begin using a new
product called Merix Anti-Static No.
79 Concentrate (0017-00008-0091).
This concentrate must be diluted 1:10-
1 part concentrate; 10 parts H 2 0.
Please read caution label before using.
WILLIAMS
S*T J July 1981 11
LOSS
0
OF ALL COILS
000000
ON BALLY PINS
BY JOE RAUSCH
The complete loss of all coils on Bally games is due to one of two things.
1. The main cause is the loss of the +5V to the solenoid select circuitry (U1
thru U4).
The +5V for U1 thru U4 comes into the solenoid driver board on J3 pin 25
via a jumper wire to J3 pin 13.
To identify this as your problem, measure between ground and test point 3
for +5VDC.
If you don't have a meter, don't worry, you can check this problem visually.
You should look on the bottom of J3 at pins 13 and 25 for any cracked
solder connections. Also check the jumper wire to see if it is broken.
2. The second cause of this problem is the loss of the +43V from the J1
connector of the power transformer assembly pin 6. This can be checked
with a meter from ground to the collector of any solenoid driver transistor.
This will insure that you have a complete path of continuity. (Note: not all
driver transistors are used on all games. Also there are some games that
use coils on the coin door and back box. See the game solenoid driver
schematic for playfield solenoid driver transistors.)
If you don't get a voltage reading, check to see if it is caused by a broken wire
between the boards. If you can't find a broken connection, remove the rectifier
board from the mounting bracket and check pin 6 of J1 for a bad solder
connection on the bottom
I have found this method very effective, and I hope you do too.
"BLACK KNIGHT'
SERVICE NOTES
by Todd Erickson
The outhole kicker on "Black Knight"
has had two minor problems.
1. On a few games the eject arm
didn't return all the way down causing
the balls to hang up. A screw in the
pivot is hitting part of the assembly as
it moves.
2. If the eject arm is having trouble
ejecting the ball, the arm may be
rubbing on the coil case. Bending the
bracket will cure this. I might also add
that the coil case will expand and the
problem may exist only when the
game is warm and will work fine when
cold. The same thing happens when a
flipper is too tight on the bushing. It
works cold and will hang up when
warm.
If the drop target becomes sticky, a
small amount of lube on the back of
the spring will cure this. (New drop
targets only.) As many people already
know, the points on the playfield have
been installed with one blade upside
down. If you are having trouble with
intermittant dirty contacts, turn one
blade over so the two large surfaces
are facing each other.
I would also like to add that with these
changes the games have been running
with no service calls at a very high
income.
OPERATORS!
MECHANICS!
Are you searching for a painless way to upgrade your ability to repair the
Electronic games you operate . . . the games you depend on for your
livelihood?
SAN DIEGO ARCADE SCHOOL ...
offers 46 hours of comprehensive, practical training in electronic amuse-
ment repair for mechanics and operators.
YOU DON'T NEED AN OSCILLOSCOPE ...
to be successful at repairing Solid-State games. The course stresses the
efficient use of test equipment like the Logic Probe and Digital Multimeter;
relatively inexpensive equipment that operators and mechanics can easily
afford .
IS THE COURSE EXPENSIVE?
Not really. The tuition fee of $400.00 includes over $75.00 worth of
textbooks, databooks, and other materials!
San Diego Arcade School will not teach you how to repair a jukebox,
electromechanical pinball or vending machine. You will learn about diodes,
transistors, power supplies, electronic pinball, video games (including a
special session on video games that use the X-Y monitor system), cross
referencing semiconductor replacement parts, using a logic probe, and
more.
San Diego Arcade School • 6123 El ca;on Blvd.
San Diego, California 92115 • (714) 286-0172

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