• 1a. Getting Started: An Introduction to DataEast/Sega Pinball

    • DataEast pinball (then Sega pinball, and now Stern Pinball!) is really a Gary Stern company. Mr.Stern is a very smart businessman. His approach to business is, "copy the industry leader". At the time when DataEast started out in 1987, Williams was the industry leader of pinball. Hence Mr.Stern copied Williams. So closely, that DataEast's system of pinball circuit boards resembled Williams' system at that time (System 11). Keep this in mind when repairing any 1987 to 1995 DataEast/Sega pinball. Stern (DataEast/Sega) is the industry leader now!


    1b. Getting Started: Experience, Schematics

    • What Repair Experience Is Expected?
      Little experience in fixing pinballs is assumed. Basic electrical knowledge is helpful, but not necessary. It is assumed you can solder and use the basic features of a Digital Multi-Meter (DMM) such as measuring voltage and resistance. Please see
      http://marvin3m.com/begin for details on the basic electronics skills and tools needed. This document should help if you just bought your first (or second, or third) pinball "as-is", and hope to fix it.

      Got Schematics?
      Having a schematic for the game would be ideal, but sometimes it can be fixed without it. Schematics can be ordered from Steve Young's Pinball Resource (845-473-7114 or
      PBResource@idsi.net), or in Europe from Pinball Heaven at Phil@pinballheaven.co.uk. This guide is NOT a replacement for the game manual and schematics!

      Schematics are available on the internet too. Adobe Acrobat is needed to view most files.


    1c. Getting Started: Necessary Tools

    • Fixing electronic pinball games will require a few tools. Luckily, most are not that specialized and are easy to get.

      Non-Specialized Tools Required:

      • Work Light: clamp style lamp
      • Screwdrivers: small and medium size, phillips and flat head
      • Nut Drivers: 1/4", 5/16", and 11/32"
      • Wrenches: 3/8", 9/16", 5/8" required, other sizes suggested
      • Allen Wrenches: get an assortment of American sizes
      • Needle Nose Pliers
      • Hemostat. Handy for holding parts and springs. Best to have both the curved and straight versions if possible.

      Specialized Tools Required:

      • Soldering Iron.
      • Rosin Core 60/40 Solder.
      • De-soldering tool.
      • Digital Multi-Meter (DMM).
      • Alligator clips and wire.

      These are electronics tools needed for most repairs. Please see http://marvin3m.com/begin for details on the basic electronics tools needed.

      Cleaning "Tools" Required:

      • Novus #2 (for cleaning playfields and ramps). The recommended cleaning product by DataEast/Sega, as described in service bullentin 38a.
      • Novus #3 (for polishing metal parts)
      • Johnson's Paste Wax or Trewax (for waxing playfields and cleaning rubber)

      Novus can be purchased at many places (my local grocery store sells it), or from any good pinball vendor. Novus2 is the recommended playfield cleaner for all DataEast/Sega games. See their service bullentin #38a for details, by clicking here. Millwax is not recommended because it uses harmful solvents, but some like it (mostly because they have been around for a LONG time and are used to it). Do not use any Wildcat products! They react with acrylic plastics, with which most DataEast/Stern playfields and ramps are coated. Johnson's paste wax or Trewax can be purchased at a local hardware store.


    1d. Getting Started: Parts to Have On-Hand

    • When fixing electronic pinballs, it is highly recommended having some parts on-hand to make things easier and cheaper. All these parts are available from a pinball retailer.

      Parts to have:

      • #47/#44 light bulbs: have 20 or so around. Fifty is plenty to do most games. Number 47 bulbs are suggested instead of #44 bulbs, as they consume less power and produce less heat. They also put less stress on illumination circuits and connectors. Since they are less bright, a good compromise is to use #44 bulbs for the computer controlled lights, and #47 bulbs for the general illumniation.
      • #555 light bulbs: have 20 or so around. Fifty is plenty to do most games.
      • #906 or 912 flash bulbs: have 10 or so around.
      • #89 flash bulbs: have 10 or so around.
      • Fuses: have five of any needed value on hand at all times.
        Get 250 volt fuses, not 32 volt. Radio Shack sells fuses for a decent price. Slow-blo fuses are known as MDL fuses. Fast-blo fuses are known as AGC fuses. At minimum: 1/4 amp slo-blo, 1/2 amp slo-blo, 2 amp slo-blo, 4 amp slo-blo, 5 amp slo-blo, 7 amp slo-blo, 8 amp fast-blo.
      • Nylon Coil Sleeves: the longer 2 3/16" length (Stern part# 545-5388-00, Wms part# 03-7066-5) are used when rebuilding flippers. The 1.75" length (Stern part# 545-5031-00, Wms part# 03-7066) are used for pop bumpers, etc. Sleeves with a lip (Stern part# 545-5076-00, Wms part# 03-7067-5) and tubing on each side (known as an "inline" sleeve) are used on kickers, knocker, etc.
      • Flipper Plunger/Link: used when rebuilding flippers. Stern part# 515-5822-00, Williams part# A-15847 or A-10656.
      • Flipper Link Spacer Bushings: these small bushings go inside the flipper links. Stern part# 530-5139-00.
      • Flipper playfield nylon busing: Stern part# 545-5070-00.
      • Entire flipper plunger, link and flipper pawl. Stern part# 515-5051-00 (same for both right and left side). This is the "old style" flipper pawl; the new style flipper parts (starting with Apollo13) are not interchangable with the older style parts.
      • Flipper Coil Stops: used when rebuilding flippers. Stern part# 515-5346-00.
      • Flipper Plastic Actuator: high wear part, activates the EOS switch. Stern part# 545-5084-00. Not included with the flipper pawl (515-5051-00) assembly.
      • Flipper EOS Switch: Stern part# 180-5124-01.
      • 1 1/16" Pinballs: a new pinball will make the playfield last longer.
      • Leg Levelers: replace those old crummy looking leg levelers with brand new ones. 3" are used on solid state games.
      • Rubber Rings: order game-specific ring kits with exactly the rings needed. Don't forget flipper rubbers and a shooter tip.
      • Transistors: keep a few TIP102, TIP42, TIP36c, TIP32c, 2N3906, 2N3904, 2N4401, 2N5060 transistors around.
      • Diodes: keep a few 1N4004 diodes around.
      • Bridge Rectifiers: keep an extra 35 amp, 200 volt (or higher) bridge rectifier around, with lug leads. The industry part number is MB3502, Stern part# 112-5000-00.
      • 6821 PIA chip: have several around as the CPU board uses 6 of these PIA (Peripheral Interface Adaptor) chips.
      • 6808 or 6802 CPU chip: have either one around for the CPU board. The 6802 is much easier to find (and more versatile), as the 6808 is largely unavailable (the 6808 is a 6802 without the onboard RAM). Either works equally well.
      • 2064C or 6264 CMOS RAM chip: have either one of these around for the CPU board.
      • Connector pins and housings: used to repair burnt connectors. Molex .156" style connectors are most commonly used on these games.
      • Sockets: 28 and 40 pin sockets for the above chips.

      Order the transistors and diodes from many sources such as Mouser. Lots of parts can be ordered cheaply from Competitive Products Corp (800-562-7283). They have great prices on fuses, plunger & links, coil stops, EOS switches, flipper link spacer bushings, barrel springs, pinballs, optos, bridge rectifiers, etc. All other parts (especially game specific parts) should be ordered from Steve Young's Pinball Resource (845-473-7114 or PBResource@idsi.net), or in Europe from Pinball Heaven at Phil@pinballheaven.co.uk.


    1e. Getting Started: Different Board Generations

    • Knowing what board generations are in your game is important. This information will allow swaping of boards between games for testing.

      CPU Board Generations.
      There are three different "official" generations of the DataEast pinball CPU systems. All boards use a 6808 (or 6802) CPU chip, and are essentially a copy of Williams' System 11 CPU board (without the on-board sound circuitry). These are known as Version 1, Version 2, and Version 3. There is actually one other slightly different version of Version 3, which I call version "3b".

      • Version 1 (#520-5003-01): Only used for part of the production of DataEast's first game (Laser War). The RAM at location 5D is a 2K (24 pin) 6016 RAM.
      • Version 2 (#520-5003-02): Used from Laser War (partial production) to Phantom of the Opera. The RAM at location 5D is an 8K (28 pin) 6064 RAM.
      • Version 3 (#520-5003-03): Used from Back to the Future to Batman Forever. Uses "non-reflexive" (CPU controled) circuitry for the kickers and pop bumpers. Version 3b (my term) is the same as Version 3, but 3 extra pins added at connector CN3 for a printer option (Last Action Hero to Batman Forever).

      All DataEast/Sega CPU boards are downward compatible (so Version 3 could be used in a Version 1 or Version 2 game). However, it is not possible to use a CPU Version 2 board in a Version 3 game, since the non-reflexive (CPU controlled) special coil circuitry used in Revision 3 does not exist in a Version 2 CPU board. Also, to modify a Revision 3 CPU board to work in Laser War (Revision 1), some modifications to the board must be performed. Check out DataEast service bulletin number 6 for this modification, by clicking here.

      CPU Jumpers.
      Depending on the number and size of EPROMs installed on the CPU board, different jumpers need to be set. This is especially the case when moving the CPU board to a different game.

      Essentially there are only two jumpers used in all DataEast/Sega games: J4 and J5. These two jumpers dictate the size of the CPU EPROM used at location 5C. On games Laser War to Batman, jumper J4 should be installed and jumber J5 removed (these games use a 27256 at location 5C, and a 27128 or a 27256 at 5B). On games Star Trek 25th to Batman Forever (which uses a single 27512 EPROM at 5C and no EPROM at 5B), jumper J5 should be installed and jumper J4 removed.

      To sumarize...
      27256 at location 5C, and a 27128 or 27256 at location 5B (typically games Laser War to Batman):

      • jumper J4 installed.
      • jumber J5 removed

      27512 EPROM at location 5C, no EPROM at location 5B (typically games Star Trek 25th to Batman Forever):

      • jumper J4 removed.
      • jumper J5 installed.

      There are addtional CPU jumpers, but they should never be changed. Here is the list of all the jumpers, and their functions:

      • J1=Clock speed
      • J2/J3=Address line 14, high or connected to the CPU.
      • J4/J5=Address line 15, high or connected to the CPU.
      • J6=unknown
      • J7=IRQ speed
      • J8=PIA 11B port A7 (used for the blanking circuit)
CPU Jumper Table
Game CPU
Rev
EPROM
Position
Jumpers
INSTALLED
Jumpers
REMOVED
Laser War Installed J1b, J3, J4, J6a, J7a, J8. Removed J1a, J2, J5, J6, J7b
1 5C J4, J6a, J7a J5, J6, J7b
Installed J1b, J3, J4, J5a, J6a, J7b, J8. Removed J1a, J2, J5, J5b J6b, J7a
2 5B, 5C J4, J5a, J6a J5, J5b, J6b
  Installed J1b, J3, J4, J5b, J6b, J7b, J8. Removed J1a, J2, J5, J5a J6a, J7a
Secret Service 2 5B, 5C J4 J5
Torpedo Alley 2 5B, 5C J4 J5
Time Machine 2 5B, 5C J4 J5
Playboy 35th Anniversary 2 5B, 5C J4 J5
Monday Night Football 2 5B, 5C J4 J5
Robocop 2 5B, 5C J4 J5
Phanton of the Opera 2 5B, 5C J4 J5
Back to the Future 3 5B, 5C J4 J5
Simpsons 3 5B, 5C J4 J5
Checkpoint 3 5B, 5C J4 J5
Teenage Mutant Ninja Turtles 3 5B, 5C J4 J5
Batman 3 5B, 5C J4 J5
  Installed J1b, J3, J5, J5b, J6b, J7b, J8. Removed J1a, J2, J4, J5a, J6a, J7a
Star Trek 25th Anniversary 3 5C (27512) J5 J4
Hook 3 5C (27512) J5 J4
Lethal Weapon 3 3 5C (27512) J5 J4
Star Wars 3 5C (27512) J5 J4
Rocky & Bullwinkle 3 5C (27512) J5 J4
Jurassic Park 3 5C (27512) J5 J4
Last Action Hero 3 5C (27512) J5 J4
Tales from the Crypt 3 5C (27512) J5 J4
Tommy 3 5C (27512) J5 J4
WWF Royal Rumble 3 5C (27512) J5 J4
Guns N' Roses 3 5C (27512) J5 J4
Maverick 3 5C (27512) J5 J4
Frankenstein 3 5C (27512) J5 J4
Baywatch 3 5C (27512) J5 J4
Batman Forever 3 5C (27512) J5 J4
Game CPU
Rev
EPROM
Position
Jumpers
INSTALLED
Jumpers
REMOVED
Game List and Board Revision Table
Game, date CPU Power Supply MRB/PPB Display Sound Flippers
Laser War, 5/87 (two 7 digit A/N displays, two 7 digit numeric displays, one 4 digit numeric display) Rev 1 (one 27256 EPROM at 5C) or Rev 2 (one 27128 EPROM at 5B and one 27256 EPROM at 5C) 520-5000-00 MRB: 520-5015-00
SMIG:
Master:
520-5004-00
(2) 7 Digit A/N:
520-5005-00
(2) 7 Digit N:
520-5006-00
4 Digit N:
520-5007-00
520-5002-00 or
520-5002-02
NFB
(No Flipper
Board and
3 Lug
flipper coil)
Secret Service, 3/88 (four 7 digit A/N displays) Rev 2 520-5000-00 MRB: 520-5015-00
SMIG:
(4) 7 Digit A/N:
520-5014-01
520-5002-02 NFB
Torpedo Alley, 8/88 Rev 2 520-5000-00 PPB: 520-5021-00 (4) 7 Digit A/N:
520-5014-01
520-5002-02 NFB
Time Machine*, 12/88 Rev 2 520-5000-00 PPB: 520-5021-00 (4) 7 Digit A/N:
520-5014-01
520-5002-02 NFB
Playboy 35th Anniversary*, 5/89 (start of single wound flipper coil) Rev 2 520-5000-00 PPB: 520-5021-00 (4) 7 Digit A/N:
520-5014-01
520-5002-02 NFB,
except on
100 test
games:
520-5033-00.
2 Lug flipper
coil with
1N4004 and
1N5404 diodes
ABC Monday Night Football*, 9/89 (start of two 16 digit A/N displays) Rev 2 520-5000-00 PPB: 520-5021-00 (2) 16 Digit A/N:
520-5030-00
520-5002-02 NFB,
except on
100 test
games:
520-5033-00.
Robocop*, 11/89 (first full game with solid state flippers) Rev 2b 520-5000-00 PPB: 520-5021-00 (2) 16 Digit A/N:
520-5030-00
520-5002-02 520-5033-00
2 flippers
with 2 Lug
flipper coil
and one
1N4004 diode
Phantom of the Opera*, 1/90 Rev 2b 520-5000-00 PPB: 520-5021-00 (2) 16 Digit A/N:
520-5030-00
520-5002-02 520-5033-00
2 flippers
Back to the Future*, 6/90 Rev 3 (start of non-reflexive special coils) 520-5000-00 PPB: 520-5021-00 (2) 16 Digit A/N:
520-5030-00
520-5002-02 520-5033-00
2 flippers
The Simpsons*, 9/90 Rev 3 520-5000-00 PPB: 520-5021-00 (2) 16 Digit A/N:
520-5030-00
520-5002-03 520-5033-00
2 flippers
Checkpoint, 2/91 (first game with 128x16 DMD) Rev 3 520-5047-00 PPB: 520-5021-00 128x16 DMD:
520-5042-00
520-5002-03 520-5033-00
2 flippers
Teenage Mutant Ninja Turtles, 5/91 Rev 3 520-5047-00 PPB: 520-5021-00 128x16 DMD:
520-5042-00
520-5002-03 520-5033-00
2 flippers
Batman, 7/91 Rev 3 520-5047-00 PPB: 520-5021-00 128x16 DMD:
520-5042-00
520-5050-01 520-5033-00
2 flippers
Star Trek 25th Anniversary, 10/91 Rev 3 520-5047-00 PPB: 520-5021-00 128x16 DMD:
520-5042-00
520-5050-01 520-5033-00
2 flippers
Hook, 1/92 Rev 3 520-5047-00 PPB: 520-5021-00 128x16 DMD:
520-5042-00
520-5050-01 520-5033-00
2 flippers
Lethal Weapon 3, 6/92 (first game with 128x32 DMD) Rev 3 520-5047-01 PPB: 520-5021-00 128x32 DMD:
520-5052-00
,
Controller:
520-5055-00
520-5050-01 520-5033-00
2 flippers
Star Wars, 10/92 Rev 3 520-5047-01 PPB: 520-5021-00 128x32 DMD:
520-5052-00,
Controller:
520-5055-00
520-5050-02 520-5033-00
2 flippers
Rocky & Bullwinkle, 2/93 Rev 3 520-5047-01 PPB: 520-5021-00 128x32 DMD:
520-5052-00,
Controller:
520-5055-00
520-5050-02 520-5033-00
2 flippers
Jurassic Park, 4/93 Rev 3 520-5047-02 PPB: 520-5021-00 or
520-5021-05
128x32 DMD:
520-5052-00,
Controller:
520-5055-00
520-5050-02 520-5033-03**
3 flippers.
Replacable with
520-5076-00
Last Action Hero, 8/93 Rev 3b (added pins at connector CN3 for a printer) 520-5047-02 PPB: 520-5021-05 128x32 DMD:
520-5052-00,
Controller:
520-5055-00
520-5050-03 520-5070-00***
2 flippers.
Replacable with
520-5080-00
Tales from the Crypt, 11/93 Rev 3b 520-5047-02 PPB: 520-5021-05 128x32 DMD:
520-5052-00,
Controller:
520-5055-01
520-5050-03 520-5033-03**
3 flippers.
Replacable with
520-5076-00
The Who's Tommy, 2/94 Rev 3b 520-5047-02 PPB: 520-5021-05 128x32 DMD:
520-5052-00,
Controller:
520-5055-01
520-5077-00 520-5076-00
3 flippers
WWF Royal Rumble, 5/94 (first game with a coin door coil power interlock switch) Rev 3b 520-5047-02 PPB: 520-5021-05 128x32 DMD:
520-5052-00,
Controller:
520-5055-01
520-5077-00 (2) 520-5080-00.
2x2 flippers
Guns N' Roses, 7/94 Rev 3b 520-5047-02 PPB: 520-5021-05 128x32 DMD:
520-5052-00,
Controller:
520-5055-01
520-5077-00 520-5076-00
3 flippers
Maverick, 9/94 (start of 192x64 DMD) Rev 3b 520-5047-03 PPB: 520-5021-05 192x64 DMD:
520-5075-00
,
Controller:
520-5092-01
520-5050-03 520-5076-00
3 flippers
Mary Shelley's Frankenstein, 12/94 Rev 3b 520-5047-03 PPB: 520-5021-05 192x64 DMD:
520-5075-00,
Controller:
520-5092-01
520-5077-00 520-5076-00
3 flippers
Baywatch, 3/95 Rev 3b 520-5047-03 PPB: 520-5021-05 192x64 DMD:
520-5075-00,
Controller:
520-5092-01
520-5126-02 (2) 520-5080-00.
2x2 flippers
Batman Forever, 7/95 Rev 3b 520-5047-03 PPB: 520-5021-05 192x64 DMD:
520-5075-00,
Controller:
520-5092-01
520-5126-02 520-5076-00
3 flippers
Game, date CPU Power Supply MRB/PPB Display Sound Flippers

* These games had reversal of the L/R relay so the "L" bank used flashlamps instead of coils.
** This flipper board, if replaced, should be replaced with #520-5076-00.
*** This flipper board, if replaced, should be replaced with #520-5080-00.

DataEast multiplexing of coils and flashers. Power starts at the PPB (right center).
If the select relay is not energized, power goes to the "L" (left") side device, the
coil. If the select relay is energized, power goes to the "R" (right) side devices,
the flashlamps. The other side of each device then returns to the PPB board. For the
flashers, this goes through a large sandstone resistor (which decreases the 32 volts
down to 12 volts) and a diode. For the coils, this goes through a diode only. The
circuit then completes to ground at the CPU board. Here the TIP122 transistor (in this
case, Q39) completes the circuit to ground. By the way, "P/O" stands for "Pin/Out".

DataEast multiplexing of 32 volt and 50 volt coils. Here the power starts at the PPB
(top right). For the 50 volt up-kicker coil, the power, after going through the coil,
goes back to the PPB board's Q5 (TIP36c) transistor and D3 diode. It then goes to the
CPU board's multiplexing Q44 (TIP122) transistor, which completes the path to ground.

This page in the DataEast manuals (in this case, Jurassic Park) is probably the most
important page in the manual (the diagram here has been abbreviated for space). It
shows the coils/flashlamps and their associated drive transistors. This page is in
the "Flash Lamp/Coil Test" section, "Game Diagnostics" chapter.

This style coil chart starts appearing around Baywatch. Note the multiplexing coils,
and the TIP122 (Q44) and TIP36c (Q5) transistors listed for device 3L. This table was
a nice addition to the newer Sega manuals.