|
|
||||||||||
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 |
---|
The Deger
Design single winding flipper coil circuit as
used on Playboy and Monday Night Football only. |
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Solid
State Flipper Board (SSFB) Generations.
DataEast was the first company to use solid state
flippers. This solid state design again used a
single wound coil (instead of the traditional two
windings, one for high voltage, and one for low
voltage hold). A solid state version of the Deger
design, the single wound coil had different
voltages for the initial power and the flipper
hold (only one diode, a 1N4004 "voltage
snubbing" diode, was used). When the flipper
button was pressed, 50 volts DC was directed to
the single wound flipper coil. After a short
duration (40 milli-seconds, which was not
variable), the high power was turned off and 9
volts was left to hold the flipper coil. The
lower 9 volts allowed the flipper button to be
held, without burning the flipper coil. Note this
was different than the solid state flipper system
used by Williams; which used two separate flipper
coil windings (a high and low power winding) in
their design.
DataEast put out a nice service bulletin on the operations of their solid state flipper design. This is bulletin number 49, and is available by clicking here, and here.
There were some complaints that the new solid state DataEast flippers didn't have the same feel as a traditional EOS (End Of Stroke) system flipper. This was because DataEast/Sega's design had a fixed timing (40 milliseconds) for the high voltage (unlike Williams games, whose electronic flippers reacted to the EOS switch, and turned off the high voltage accordingly).
With Jurassic Park, DataEast implemented an EOS solid state flipper design. Unlike Williams, DataEast's solid state EOS switch was normally closed. The amount of time the high voltage was turned on to the flipper coil was still fixed, and not controlled by the EOS switch. The EOS switch was implemented for a different reason. When the ball hit an energized flipper bat, and knocked the flipper backwards (opening the EOS switch), the flipper would be pulsed again with the high voltage for the same fixed time (this was accomplished by the EOS switch connected in series with the cabinet flipper switch). This ensured the held flipper would stay in the up position for the player. This was done because of features implemented on Jurassic Park and Last Action Hero. The "Raptor Pit" and the "Ripper" would fire a ball back at the flipper at high speed. This EOS switch was kept for all games after Jurassic Park and Last Action Hero.
A pair of
solid state flipper boards on the left inside of
the cabinet, below the playfield. Note the back flipper board still has its factory original cardboard shorting cover. These are flipper board #520-5080-00, as used on WWF and Baywatch. |
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With the start of Tommy production (after JP, LAH and Tales from the Crypt), the flipper board and EOS switch changed again. The new 3 flipper board (#520-5076-00) is backwards compatible to JP and TftC's flipper board (#520-5033-03). The new 2 flipper board (#520-5080-00) is backwards compatible to LAH's flipper board (#520-5070-00). These new revisions removed the broken EOS switch problem.
The JP, LAH and TftC flipper boards can be modified to work correctly, like the later flipper boards. DataEast service bulletin number 54 describes this procedure. To view this service bulletin, click here, here, and here.
Flipper board evolution:
As interesting trivia, the acronym "TY-FFASI" can be seen silk screened on many of these solid state flipper boards. In the early 1990s, Williams was suing DataEast for a range of things, from board design to playfield plagiarism. DataEast responded with this acronym, which means, "take your fu**ing flippers and stick it".
A special
note to the lawyers at Williams gaming, silk screened on many solid state flipper boards. |
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Here are the modifications steps to use the newer flipper board 520-5080-00 in older non-EOS switch games:
The original Sega service bulletin number 103 for this modification (including circuit board pictures) can be seen by clicking here and here.
Power
Supply Board (PSB) Generations.
Power supply boards were changed when different
score display power requirements were needed (or
the number of flippers changed). Because of this,
power supply boards are NOT downward or upward
compatible! QUESTION FOR JOE: Apparently
most power supplies used in Lethal Weapon and
later are labeled "520-5047-00 REV X".
The "X" in the "REV" seems to
be A, B or C. Is "REV C" the same as
"520-5047-03"?
Score
Display & Display Board Generations.
DataEast had several interesting innovations
regarding displays. They were the first pinball
company to use a dot matrix display (DMD), and
the only company to ever use the super-size 192x64
DMD.
Playfield
Power Board (MRB and PPB) Generations.
DataEast/Sega used three different playfield
power boards. The PPB (Popcorn Popper Board) is
downward compatible, but not to games with the
MRB (Marshmellow Roasting Board). These strange
board abbreviations are explained in a later section of
this document.
SMIG Board.
On Laser War and Secret Service, the MRB board
did not control ground to the 50 volt coils.
Instead, a small board called the SMIG board was
used. This board had a relay, which in turn was
controlled by a TIP122 on the CPU board. When the
relay was energized, this completed the +50 volt
ground path to selected coils.
The SMIG
board's relay uses a CPU TIP122 driver transistor to turn the 32 volt relay on. This in turn completes the ground path for 50 volts to the desired coil. |
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The Dot
Matrix Controller Board.
DataEast/Sega games Checkpoint and later with a
dot matrix display have a dot matrix controller
board. This board has separate CPU and EPROM
chips which only handle the dot matrix score
display animations. This CPU is in addition to
the CPU board's 6808 (or 6802) CPU chip, which
controls the lamps, solenoids, switches, games
rules, etc. These boards are NOT upward or
downward compatible.
Cabinet
Changes.
Starting with the game Guns N Roses, DataEast
changed the positioning of their legs. Now when
all four leg levelers were screwed in all the
way, the game should be properely "leveled"
at 6.5 degrees (the optimal playing pitch). Any
adjustment to the leg levelers should be only for
uneven floors. DataEast/Sega did not recommend
having the game any steeper than 6.5 degrees.
The backbox design changed with Guns N Roses too. The backbox door swings open from hinges on the right hand side (instead of the left). Also the swinging door is easily removable by just disconnecting the two wiring connectors, and pushing the door straight up off the hinge pivot points.
Starting with Ninja Turtles, the playfield mounting was changed. Prior to Turtles, the playfields had a single pivot point which allowed the playfield to rotate up vertically. With Turtles and all later games, a playfield slide bracket was implemented. This allowed the entire playfield to be pulled forward about ten inches. This allowed for easy repair to the top portion of the playfield (where the pop bumpers reside, for example). After the playfield is pulled forward, it could then be tilted up vertically against the backbox.
Playfield
Glass Sizes (and Wide Body Games).
DataEast/Sega made three "wide body"
games: Guns N Roses, WWF Royal Rumble, and Batman
Forever. Because these game have a larger
playfield than all the other games, the wide body
playfield glass size is 23.75" by 43"
by 3/16" thick. This is incorrectly stated
in the GNR and WWF game manuals. The standard
size playfield glass, for all the other DataEast/Sega
games, is 22" by 43" by 3/16"
thick. In all cases, the glass should be "tempered"
for safety.
1f.
Getting Started: Game List
Here is the list of games and their system generations.
This is important to know before beginning
troubleshooting and repair.
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.
1g. Getting Started: The Circuit Boards and How they Work
Alternating
Power Coils/Flashlamps (Multiplexing)
The basic concept is a "multiplexing"
design. Sixteen power devices are controlled by
an alternating two bank relay: the "L"
and "R" bank (unfortunately, these
banks are also known as "A" and "B";
this is inconsistent in many DataEast manuals).
This allows one TIP122 transistor (CPU board TIP122
transistors Q39 to Q46) to control two devices (usually
multiplexed between a solenoid and a flasher).
Also an additional TIP36c transistor (on the PPB
board) can be used in conjunction with a
multiplexed TIP122 to drive a higher output
device. The eight bank selected transistors can
control 16 devices. The bank select relay
controls which of the two devices any of the
eight driving transistors control. The "L"
(or "A") bank consists primarily of
coils (except for games Time Machine to Simpsons,
see below for details on this). The "R"
(or "B") bank consists primarily of
flasher lamps.
One thing DataEast/Sega did consistently was use brown wires for the "L" (or "A") side, and orange wires for the "R" (or "B") side (for power, from the PPB board to the device). Also the "L" side is always the same as the "A" side, and the "R" side is always the same as the "B" side.
If the bank select relay is not energized, solenoid power V+ is connected to bank "L". Then only the selected devices can be driven by the driver transistors. There is no power available to bank "R" (usually flashlamps). The "L" bank is usually reserved for coils.
When the bank select relay is energized via CPU transistor Q29, solenoid power V+ is connected to bank "R". Then only the selected devices can be driven by the driver transistors. There is no power available to bank "L" (solenoids). The "R" bank is usually reserved for flashlamps.
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". |
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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. |
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DataEast
usage of a 50 volt VUK (Vertical Up Kicker) coil without multiplexing. Here the PPB board's TIP36c transistor Q2 is predriven by a CPU board's "constant power" TIP122 transistor Q24. |
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The Six
Special Coils (Switched Solenoids).
DataEast originally did not have CPU control of
the "special coils". DataEast/Sega
sometimes called them "switched solenoids"
(where Williams called these the "special
solenoids"). These six constant power coils
comprised the pop bumpers, kicking rubbers (slingshots),
and kickback solenoids. They are controlled by
TIP122 transistors Q8 to Q13 on the CPU board.
The original theory behind this was: since these
items needed instant response, having them
controlled by the CPU would add enough of a delay
to slow the solenoids down. After all, the CPU
had to sense a switch closure of a pop bumper,
then turn on a transistor which would fire the
pop bumper coil. It was believed that this would
not happen fast enough for good game play.
The down side to this was when a pop bumper switch was stuck on, the coil would stay locked on (or "machine gun") and eventually either burn the coil or blow a fuse. This special coil system also required a redundant switch. This switch was part of the switch matrix, and only controlled the scoring for this device.
Fuses for
the Special Coils.
Each special coil had to have its own fuse to
prevent melt-down if the activating switch got
stuck on. These fuses were installed starting
with Monday Night Football. In games Laser War to
Playboy, a fuse holder and a 2.5 amp slo-blo fuse
should be installed under the playfield, to the
blue wire for each special coil. This was
indicated in DataEast service bulletin number 20.
It also suggested checking that the pop bumper
"spoon" switches were adjusted
correctly, the special coils were mounted tightly
in their brackets, and the metal pop bumper
"yokes" were not broken.
Eventually DataEast changed their mind on these "special coils", and made them CPU controlled. DataEast referred to the CPU control of these coils as "non-reflexive" circuitry. This means, regardless of how long a solenoid's switch was closed, the solenoid would be energized only once by the CPU, and for a pre-determined time. With this design, when a switch got stuck closed, the coil would not lock on or "machine gun" and burn (or blow a fuse). DataEast implemented this "non-reflexive" circuit with Version 3 of their CPU board (Back to the Future).
Reversal
of the L & R Relay Sides.
On the games Time Machine to Simpsons (seven
games), DataEast designed the power distribution
through the PPB's L/R relay (K1) in "reverse".
That is, with the relay unenergized, the "L"
side powered the flashlamps instead of the coils.
This was a design error! Often the L/R relay
would get cold solder joints, and simply not work.
This meant if a player started a game, only the
flashlamps would light (and the game could not be
played). If the coils were on the "L"
side of the relay, at least the game could be
played (or partially played, but without the
flashlamps). This error can not be fixed without
changes to the software, and changes to the
wiring (we could change the wiring, but
unfortunately we can not change the game's
software).
The other problem with this design presents itself when a TIP122 transistor fails (shorts). If any of the related TIP122 transistors short to ground (leaving a permanent ground path for the related device), that "L" side device will lock on (as soon as power is turned on to the game). In the "normal" design, this meant a coil would lock on. This was good; it would be obvious to the operator, and the coil would draw enough power to blow its associated fuse. However with games Time Machine to Simpsons, the "L" side device was as flashlamp. This would lock on the flashlamp, which did not draw enough power to blow its associated fuse. Worse, these flashlamps would get so hot they could melt playfield plastics!
DataEast realized the error they made, and corrected the design so the "L" side connected to coils (as done previously), and not flashlamps.
More L/R
Relay Problems.
In regards to the L/R relay on the PPB board,
other problems can be seen (even on games where
the L/R sides are not reversed). For example, on
the 1992 Star Wars game, it can instantly starts
multi-ball mode when a game is started. Balls
just keep popping into the shooter lane and then
are shot onto the playfield.
This is an incredibly common problem, and is very confusing. This problem is nearly always cold solder joints on the "L/R" relay, on the PPB board. Because this relay (when not energized) defaults to activating the solenoids, any attempt by the game to light a flash lamp (for example, when a game is started), will instead activate the associated solenoid. The flasher paired with the ball popper is supposed to light, but instead another ball gets placed in the shooter lane. DataEast's auto-ball-fire games all have a 'lightning ball' feature which automatically launches a ball in the shooter lane onto the playfield. This gives the instant multi-ball. To fix this, check the L/R relay on the PPB board, and resolder the relay's solder joints.
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. |
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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. |
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There is really no solution for the heat problems either, other than just being aware of the problem and what it causes (potential cold solder joints).
DataEast's
PPB board (the equivalent to Williams' Auxiliary
Power Driver board). This PPB board is located in the backbox beneath the CPU board. |
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The
DataEast/Sega Solid State Flipper Board.
DataEast was the first company to use solid state
flippers with their 1989 release "RoboCop"
(two games after "Playboy"). The
concept was simple. After the player pressed the
cabinet flipper switch, turn on the high power
voltage to the flipper coil for only a short,
fixed period of time (40 milliseconds). After 40
ms turn off the high power and leave the low
power on for as long as the player held the
flipper cabinet button.
DataEast/Sega used several different versions of their solid state flipper board. The first version supported just two flippers, and did not use an EOS switch on the flipper coils. Later versions supported two or three flippers and used an EOS switch on the flipper coils.
The advantages of this solid state flipper system were many:
The first
generation of DataEast's solid state flipper
board. They are always located on the side of the cabinet under the playfield. |
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Solid
State Flipper Board Problems on JP, LAH, TftC.
On the games Jurassic Park, Last Action Hero, and
Tales from the Crypt there is a problem with
their flipper board, #520-5033-03 (3 flipper, as
used on JP and TftC) and #520-5070-00 (2 flipper,
as used on LAH). These three games all use a
normally closed EOS switch on the two lower
flippers (only). If an EOS switch is broken or
mis-adjusted so it is not normally closed, its
corresponding lower flipper will not work! (But
the upper flipper, if the game has one, will
continue to work.) This problem was fixed with
version #520-5076-00 (3 flippers) and #520-5080-00
(2 flippers), as used on games Tommy and later.
Also the newer #520-5076-00 and #520-5080-00 are
backwards compatible. The EOS switch was also
changed to be more robust on Tales from the Crypt.
This new EOS switch design is easy to identify
because of the "bend" near the end of
the switch blade.
Easy
Damage to the Solid State Flipper board.
The DataEast solid state flipper board(s) are not
in the backbox. They are located in the lower
cabinet, below the playfield. Starting with Ninja
Turtles flipper board damage can occur because of
the board's location (Turtles was the first game
with playfield sliding rails, allowing the
playfield to slide forward for easier repair).
This happens when the playfield, in the raised
position, gets tilted, and falls off the cabinet
mounting slide rails. This especially happens if
the game's prop rod is used, and the playfield is
not straight on its mounting slide rails.
The best way to avoid damage is to just be careful! When raising the playfield, don't let the playfield get tilted or angled. Also try not to use the playfield prop rod. If it is used, make sure the playfield is straight on the slide rails, and won't fall inside the cabinet.
Damage to
a solid state flipper board. This happened because the playfield fell off its mounting rails, and damaged the board. This is VERY common. Usually it tears up the flipper board much more than this! Since the SR1 and SR2 transistors with heat sinks stick out the most, they usually get ripped completely off. |
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1h. Getting Started: Using the Internal Adjustments, Audits & Diagnostics
Easy A-Just
Diagnostics.
Laser War to Frankenstein used the "Easy A-Just"
diagnostic system. These diagnostics were similar
to the type used in Williams' System 11 games.
There were two buttons inside the coin door. One
button is a momentary style (black) switch, the
other an up/down (on/off) style push button (green)
switch.
The
DataEast/Sega "Easy A-Just" diagnostic
buttons. |
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On games before Frankenstein, once in diagnostics, the position of the up/down green button does not matter. The menu items will be stepped through from first to last in sequential order (this was changed for Frankenstein). The position of the green button determines the menu direction the black momentary "step" button will take, either forward or backwards through the menu items. Pressing the black momentary "step" button will move forward through the menu items. If a value is to be changed, press the game's start button. When the desired change is indicated, press the black momentary button to accept the change.
To exit the system, hold the black momentary button down. This will quickly scroll past all the other options. When the end is reached, the game will re-boot.
There is
an adjustment to "expand the adjustments".
If free play is desired (or other expanded adjustments), set this option to "yes", and continue scrolling through the adjustments. |
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Portals
Service Menu.
Starting with Baywatch (the game after
Frankenstein), Sega implemented an icon based
"portal" service menu system. This
system also used two buttons, however now both
buttons are momentary (Apollo13's Whitestar
system and later used three buttons). To enter
the system, press the black momentary button. The
"portals" menu system will come up on
the display.
The
portals coin door buttons. |
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The portal
main menu. |
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To modify the green up/down switch into a momentary switch needed for the portals is simple. Just remove the portals switch bracket from the coin door by removing the two phillips head screws that secure it. On the green button will be a silver "C" shaped wire form. Removing this "C" shaped wire form will convert the switch to a momentary style switch. Use the black momentary switch as a reference, as this switch will not have this "C" shaped wire form. This was mentioned in Sega's service bulletin number 74, and can be viewed here and here.
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