Star Tech Journal

Issue: 1982-March - Vol 4 Issue 1

S*TJ MARCH 1982 11
Display Boards
1. Model C 8363 Master Display and 7-digit Slave '
Displays required.
2. Model D 8910 Alphanumeric Display is required.
It uses strobes 4 to 7 and 9 to 16 from the CPU
Board via anode drivers on the Control Board and
alphanumeric segments from cathode drivers on the
Control Board.
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COIN DOOR DIAGNOSTIC
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DIGIT STR08ES
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DIGIT STROBES
SWITCHES ANO MEMORY
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PROTE CT INTERLOCK
POWER
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S*TJ MARCH 1982 12
C-8938 POWER SWITCHING BOARD
15P2
15P5
POWER SWITCHING BOARD
This new board is designed to operate the "Hypercannon" and
associated hardware.
The ball feed motor operates on l 15VAC as well· as the ball shooter
fan and is fused by Fl at 0.75A. They are both under control of the
triac switch which is driven by the control board.
The ball shooter coil operates on +S0VDC fused at 15A (F2) and is
switched through Ql by the control board with +l.4VDC pulses on the
base of the Darlington transistor.
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ISOLATOR
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ALPHANUMERIC DISPLAY
The alphanumeric display is made up of 12 digits each containing 14
segments. The display, during the attract mode, cycles through various
messages and during game play, instructs the player as to the status of the
game. It is also used for high score signatures.
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SWITCH TROUBLESHOOTING GUIDE
1. From Control Function Test depress ADVANCE with the switch set to
AUTO-UP. Test 03 should be indicated in the HYPERCANNONS
Player 1 Display and any stuck switches in the HYPERCANNONS
Player 2 Display. As stuck switch( es) are displayed, a sound is produced.
The display continuously cycles through the stuck switches and as they
are opened, the number is removed from the sequence. When all
switches are open, the HYPERCANNONS Player 2 Display is blank
and the sounds stop.
2. If all switches in a row are displayed, first verify that all are open and then
check for a short to ground on the row wire.
3. Operate switches: a sound is produced and switch number is momentarily
indicated in the ball in play display. If two switches in a row are indicated
with one switch closed, check for a short between the column wires; for
multiple indication check column wire for short to ground. If two
swtiches in a column are indicated with one switch closed, check for
short between row wires.
4. Shorted diodes on all hole switches can cause "rectangle" switch matrix
problems as in previous Williams flipper games; however, they will have
no noticeable effect in the play of the game. However, if there was a
shorted diode at switch 11 with switches 11 and 12 making at the same
time, pressing the 1 Player start switch could cause the right coin switch
to be recognized and put credits into the game.
5. Switches 20 thru 28 (lift-up targets) are electrically normally closed, and
opened when the target is lifted up. The program in diagnostics performs
the necessary inversion to make these switches appear as normal. If one
of these switches is indicated as stuck, the problem can be caused by dirt
or foreign material between the Opto-Isolator aperture or a defective
Opto-Isolator. If a bank of 3 lift-up targets are indicated as stuck, check
continuity of the +5VDC and ground leads thru the 9 pin connectors
associated with the target bank. If all 9 switches are indicated as stuck,
check continuity of those leads thru the 3-pin 8P4/8J4 connector, pins
13/15 of the 8P3/8J3 solenoid connector, and the 1 pin connector 6P2
(gray lead) in the back box.

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