Star Tech Journal

Issue: 1992-October - Vol 14 Issue 8

STAR* TECH Journal
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(PART 1)
SERVIC:E PROCEDURES
In this issue, let's take a look at
the servicing procedure itself.
Skill is something that can be
learned, evaluated, perfected,
and increased. Those who do well
at a job tend to be those who get
excited about not only doing it,
but doing it faster, better, and
cheaper.
Troubleshooting is by and large,
a mental discipline. A skilled tech
is one who can think his way
through a complex problem ~md
arrive at the solution. The pro-
cess is a mixture of analysis and
deduction, coupled with tests,
measurements and substitu-
tions. A large part of being a re-
ally good technician is being able
to maintain that mindset. The
enemies of productivity are dis-
couragement, apathy, failure: to
force one's mind to think logi-
cally, and the temptation to beat
yesterday's high score on what-
ever game is currently in the
shop.
Like all trades there are proce-
dures one tends to follow. In other
words, a successful repair will
have several elements or compo-
October 1992
APPROACHES
nents that made it successful. If
we can concentrate on what
works, then we become more ef-
fective in what we do. The steps
given apply and are used in all
forms of repair, but of course we
are looking especially from the
amusement viewpoint.
The first step of repair is to con-
firm the com plaint. Often the
first matter a game tech must
settle is "what's wrong?" This is
true from the route man who ar-
rives to find an out of order sign
on the machine to the factory re-
pair center who gets a circuit
board. I currently work for a dis-
tributor, so I'm somewhere in the
middle. At this point we all seem
to have the same problem. No-
body seems to know or is willing
to tell us exactly what the prob-
lem is. Anyone talking to us, how-
ever, is agreed on one point- we
need to get the thing fixed.
It is at this point that the team
mentality, or lack of it begins to
help or hurt us. The team begins
with the player unhappy with the
game, through the cashier or lo-
cation manager, through the
route person, operator techni-
cian, shop manager, distributor
contact person, distributor shop,
factory service, sometimes clear
back to the design team that
needs to update something in
that piece of gear!
Too often a technician will fail to
appreciate his team, and his work
will suffer. lfhejust plays a quick
game and does not find out who
put the sign on the machine and
why (not always easy!) he can
miss some very embarrassing
problems. Such as:
V Plugged coin slots. (Atech ~~li
usethe service switch.0rjustflip
the coin wireJ
STAR* TECH Journal
October 1992
would appreciate it if you have
been following a logical service
procedure so that you do not have
to be walked through the prelimi-
naries. Procedure? Read on ...
One of the most important as-
pects of confirming the complaint
is being able to reproduce it.
Some problems are constant, oth-
ers come and go. Anything that
will consistently affect the prob-
lem is evidence that can be used
in isolating the bad parts. Some
examples:
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If the team is functioning prop-
erly, two things will occur. One,
• he will be told in specific terms
what the machine is, or is not
doing that needs to be taken care
of. Secondly, he will make sure
that information is relayed to
anyone he then sends the ma-
chine or board to. If those two
rules were followed the industry
would look a lot more intelligent
than it does.
~

The second aspect of the team is
that there is backup available for
whatever you may be doing. You
may be in over your head on a
machine you have never seen be-
fore in the darkest corner of the
dingiest bar in the smallest town
of your area, but there is someone
you can reach by phone who can
give you some pointers.
There are really only two qualifi-
~. cations here for getting good help.
The first is that you need to call
during regular business hours,
the other is that the one you call
:
The second as-
pect of the team
is that there is
backup ...
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Action related. An older Rockola
Juke with a circuit breaker blown
right at the end of the record
pointed to a reversing relay. Any
sequence of events that leads to
the problem is significant. Many
customers talk nonsense about
what they think is causing the
problem, but every once in a
while there is vital information
there ...
Stage two in our procedure is to
isolate the problem to a stage, a
board, or an assembly. This may
make the difference between
whether you have to remove and
possibly ship a board or a whole
game. On a video game there are
a few critical checks that will tell
a lot in a hurry.
Most crucial is the five volt sup-
ply. If that is missing or below,
say 4.5 volts the game hasn't got
a chance of coming up. lfit is over
six volts it is safe to expect major
damage to the logic boards. 12
volts, and -5 volts are associated
with audio on newer games.
A quick check for video output
from the logic board is with a
voltmeter. The RGB outputs will
measure something less than five
volts, but the important thing is
to look for change over a ten sec-
ond or so period. This is because
the average voltage on each color
will change as the scenes change
on the game. The same goes for a
missing color. Your meter cannot
read the video signal, but the
voltage average will tell you al-
most as much. Make sure it is in
attract mode for this test, as the
screen may not change with a
credit on it.
Always check the five volt level
on the board itself. Plugs are a
notoriously weak point in the sys-
tem. When in doubt, scope the
voltage for noise of hum. A bad
filter capacitor, such as the big
blue one in the older Atari's, can
leave enough 'holes' in the output
to keep the computer locked up
while still reading about 4.8v on
the meter. Likewise, other bad
caps or transistors can do the
same with noise.
Next month: Substitution and
Isolation techniques. The Team
Approch, Profitability and
more ...

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