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PINBALL - Gottlieb System 3 Gottlieb System3 Repair 1989-1996 Pinball Games
PINBALL - Gottlieb System 3 Gottlieb System3 Repair 1989-1996 Pinball Games
Support this Pinball Repair Website & PHoF. Please purchase the Marvin3m.com/top
by cfh@provide.net, 06/02/08.
Copyright 2006-2008, all rights reserved.
Scope.
This document is a repair guide for Gottlieb System 3 electronic pinball games made
from 1989 to 1996.
If you aren't up to repairing pinball circuit boards yourself or need pinball parts or just
want to buy a restored game, I recommend seeing the suggested parts & repair sources
web page.
Table of Contents
1. Getting Started:
a. Experience, Schematics, Manuals
b. Necessary Tools
c. Parts to have On-Hand
d. Game List
e. The Circuit Boards
f. Connnector Backbox List & Usage
g. Fuse Values/Usage
h. System3 Ground Issues & Fixes
i. LED Flash codes for the Circuit Boards
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Bill J Fugle, Rochester NY. Without his help in supplying parts, this document
would not be possible.
Jerry Clause. Jerry provided lots of tips and tricks.
Mario Van Cleave.
Tim Arnold, who's advice and proof reading were very appreciated.
Some people question whether I wrote all this material myself. I did, but of course like
everyone, my repair techniques and ideas are gathered not only from my own
experience, but from work that others in this hobby do and share at shows, on the
internet, etc. So if you're the originator of some cool trick or tip in this document, and
I'm not giving due credit, just let me know and I'll add you to the list of contributors
above.
Alligator clips and wire. Buy these at Radio Shack, part number 278-001,
$3.69.
Soldering Iron.
Rosin Core 60/40 Solder.
De-soldering tool.
Digital Multi-Meter (DMM).
Logic Probe.
Hand Crimping Tool: Molex WHT-1921 (part# 11-01-0015) or Molex part#
63811-1000. Contact extractor part# 11-03-0044 (about $20).
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Parts to have:
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Transistors, diodes, bridge rectifiers and other electronic parts are available from many
sources. Please check out the parts and repair sources web page for details.
Lights Action Camera, 12/89, #720, 1708 made, full size game.
Sliver Slugger, 4/90, #722, 2100 made. FIRST "street level" game.
Vegas, 7/90, #723, 1500 made, "street level" game.
Deadly Weapon, 9/90, #724, 803 made, "street level" game.
Title Fight, 11/90, #726, 1000 made, "street level" game.
Nudge-It, 12/90, #N102, 54 made, NOVELTY game.
Bell Ringer, 1/91, #N103, 160 made, NOVELTY game.
Car Hop 1/91, #725, 879 made, "street level" game.
Hoops 2/91, #727, 879 made. LAST "street level" game.
Cactus Jack, 4/91, #829, 1900 made, new sound board, full size game.
Class of 1812, 7/91, #730, 1668 made.
Amazon Hunt III, 9/91 (not marketed in the US), #684D, 200 made.
Surf'n Safari 11/91, #731, 2006 made.
Caribbean Cruise, #C102, 200 made, COCKTAIL.
Operation Thunder, 4/92, #732, 2513 made.
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Notes:
"Street level" games was an experiment by Gottlieb at simplier, single level, no
ramp, slightly smaller and slightly cheaper games. They made six street level
games: Sliver Slugger, Vegas, Deadly Weapon, Title Fight, Car Hop and Hoops. This
experiment failed BADLY. At the time, these games were selling against the likes of
Williams Whirlwind (Williams sold more Whirlwinds than all six Gottlieb street level
games combined!) Obviously Gottlieb got their butt kicked by Williams, hence with
Cactus Jack, Gottlieb system3 returned to a 'normal' sized game with all the bells
and whistles! (Cactus Jack is actually a good game too.)
Frank Thomas, who's likeness was portrayed on "Big Hurt", was listed as a Gottlieb
creditor when Gottlieb went out of business. Apparently Frank never got paid. Shaq
on the other hand DID get paid for his game, and was not listed as a creditor!
Board A-numbers.
Wire Color.
0 = Black
1 = Brown
2 = Red
3 = Orange
4 = Yellow
5 = Green
6 = Blue
7 = Violet
8 = Gray
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9 = White
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A1 CPU Board.
Though most System3 CPU boards are compatible from game to game, be aware
that System3 CPU boards Cue Ball Wizard (game# 734) and earlier used a 6116
RAM at U3 (24 pins), and later CPU boards used a 6264 at U3 (28 pins). The newer
26285-1 CPU board increased SRAM from 2k to 8k bytes, and changed the timing
logic from the earlier 26285 board. Street Fighter 2 (game# 735) was the first
game to use the new 26285-1 CPU board with increased RAM space.
If a game is expecting a 26285-1 revision CPU board with a 6264 at U3, and an
earlier CPU board with a 6116 RAM is installed, strange problems will occur. For
example, the game is "stuck" showing the last four high scores and won't progress
any further into attract mode. Also the game won't be able to enter test mode and
will not coin up. The easiest way to tell which RAM is installed is to just count the
number of pins for chip U3 (24 pins=6116, 28 pins=6264). There is also a pair of
jumpers that determines which size RAM is used, and a pair which determines
which size EPROM is used:
The CPU board uses a 65C02 processor with a 2mHz clock supplied to U18 to pin 39
of the 65C02 at U1. VIA (versatile interface adaptors) 6522AP chips at U4 and U5
are used on the CPU board. The only voltage needed to boot the CPU board is +5
volts DC at connector P1. Here are the connectors used on the CPU board:
P1 = +5 volts DC power
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Some CPU boards do not have a 24 pin ribbon cable receiver connector installed at
P7. This connector is used for a communications adaptor A27, so it is not necessary
to run the game. Another connector usually not used on the CPU board is P6, which
is for an auxiliary driver board A11. Note the CPU board gets the switch matrix
returns, and the driver board gets the switch matrix strobes.
One chip that is critical to the timing of the CPU board is at U11. This chip must be
a 74HC123AN or the game will not boot (or will constantly reboot). U11 must be
this exact HC variety (a 74LS123 will not work).
A3 Driver Board.
The driver board controls the lamp strobe/return signals, switch matrix strobe
signals, and the solenoids. MosFET 12N10L or IRL530 logic level transistors are
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used to control the 32 solenoids through 74HC273 chips. Really there are only 29
solenoids available for the game though, as two MosFETs (Sol.31 and Sol.32) are
used to control the Game-Over and Tilt relays in the lower cabinet, and most
games also use one MosFET for controlling the backbox illumination. Some games
use an Auxiliary Driver board with an additional eight 12N10L or IRL530 MosFETs
and a single 74JC273 chip (if the game is complicated enough to need more than
29 CPU controlled solenoids or flash lamps - this Auxiliary Driver board is
connected directly to the CPU board). The Auxiliary Driver board is almost always
used just for flash lamps.
The matrix strobe lines use 12P06 (through 74HC164 and 7406 chips) for the lamp
and switch strobes, and 12N10L MosFETs (through 74HC273 chips) for the lamp
returns. There are twelve lamp/switch strobes and eight returns, for a total of 96
CPU controlled lamps and 96 switches. The lamp and switch matrix share the same
twelve strobe lines interestingly. Yet each have eight separate discrete return lines.
The bottom cabinet A (backbox GI), T (tilt) and Q (Game Over) relays.
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The bottom panel of a Wipeout. The three relays can be seen at the right.
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In addition the transformer supplies the following AC voltage (higher voltages listed
are for dot matrix games):
Gottlieb system 3 games came from the factory jumpered for 110 volts. But they
also had a transformer plug that allowed for 120 volt operation. This change should
always be made to jumper the game for 120 volts. This keeps the unregulated
voltage (such as the General Illumination) lower, for increased bulb life. The
regulated voltages (such as 5 volts) should be the same in either jumper setting.
Gottlieb system3 +5 volt DC power supplies did not have an "over voltage"
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protection circuit. Most power supplies have a 6 volt zener diode, which would
automatically shut down the 5 volt power supply if the supplying voltage regulator
shorted (and sent more than 6 volts down the 5 volt power rail). But Gottlieb did
not do this. Hence if the 5 volt regulator on the power supply shorts (or the 500
ohm pot fails), it can ruin LOTS of chips in the process!
The auxiliary power supply A5 is a bit more complicated, and takes 12.6 volts AC
directly from the transformer and converts it to +12 and -12 volts DC for the sound
board using a LM7912. It also produces +5 volts using a LM340T (7805). This goes
thru an op-amp MC3403 (or LM324AN or NTE987). The auxiliary power supply also
uses two TDA2040 amplifier chips for the sound amplification (note TDA2030 chips
can be used, but don't output as much power).
The A2 power supply. The 500 ohm +5 volt adjustment trim pot can be seen at the top.
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The Auxiliary sound board A20 is the smaller of the two sounds board, and has a
YM2151 sound generator and a MSM6295 sound/speech generator. Gets commands
from the CPUs on the A6 sound board. This board has two 27020 or 27040 EPROMs
(the A1 and A2 PROMs as Gottlieb calls them). This board is responsible for all the
voice tracks. The game will work without this board, but of course there will be no
speech.
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very similar circuit design to what Williams uses on their DMD controller. Output
voltage are:
+62 volts DC
+12 volts DC
-100 volts DC
-112 volts DC
+5 volts DC
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The A17 diode board mounted under the playfield for the switches.
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through a small Auxiliary Driver board, which has eight additional 12N10L
MosFETs. This board connects directly to the CPU board, and is generally used just
to power flash lamps. Not all System3 games use this board.
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Slam Switch.
As with Gottlieb System1 and System80, System3 has a coin door mounted Slam
switch. But unlike the earlier systems, the Slam switch is now Normally Open. That
means the switch must close to register a "slam" (ending the player's game). This
is a much better idea than the System1 and System80 normally closed slam
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switches.
System3 Flippers.
All system3 games used the new Gottlieb "thin flippers" instead of the long proved
"fat boy" flippers. This was a down-grade in Gottlieb's flipper design, as the thin
flippers were built with cheaper parts, and had a cheaper feel.
Pin removal of these square-pinned connectors is different than other pinball style
connectors. There is a specialized tool for this job, contact extractor part#
11-03-0044 (about $20). But I ended up using two Molex card edge pin extraction
tool part# 11-03-0016 to remove the square female pins from the connector
housing. I'm sure this isn't the best method, but it did work without damaging the
terminal pin.
Using two Molex 11-03-0016 pin removal tools to extract the female pin from the
housing.
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The square extracted terminal pin and housing, and the two extraction tools.
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Speaking of wire color, each wire has a white base color with *three* colored
stripes. Gottlieb was the only pinball manufacturer to color wires in this manner. In
fact Gottlieb had their own machine which fed white wire and put the colors stripes
on the wire. All the other manufacturers bought their wire pre-colored. The
Gottlieb wire coloring does take a bit of getting used to.
Failure to heed the above advise will do damage to a Gottlieb System3 boardset.
A1J1 pin 1=Blue, Gray, Gray. Pin 2=Blue, gray, gray. +5 volt power.
A1J4 pin 1=Violet, Violet, Orange. Pin 2=Orange, blue, blue. Sound interface.
A1J5 pin 1=Blue, Violet, Violet (often this wire is missing). Pin 2=blue, blue,
blue. Switch matrix return.
A2J1 pin 1=red, black, black. Pin 2=white. Raw power in.
A2J2 pin 1=blue, gray, gray. Pin 2=blue, gray, gray. Regulated +5 volt power
out.
A8J1 pin 1=Brown, Red, Red. Pin 2=brown, yellow, yellow. Power in; has
ceramic noise filter.
A8J2 pin 1=Blue, Gray, Gray. Pin 2=white, gray, gray. Power out to score
display.
Note some backbox wiring have a 2 prong connector that connects to raw 12 volts
(as fed to the A2 power supply). This just happens to be the same style connector
that is used for the speakers. If this is accidently connected to a speaker connector,
it will smoke the TDA2040 (or TDA2030) amplifier chips on the A5 Auxiliary Power
Supply, the LM340T (or 7805) 5 volt 1 amp voltage regulator, and the MC3403 (or
LM324AN) op-amp chip. To make things worse, the wire colors for the speakers and
the 12 volts are very similar:
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F3: 3/8 amp slo-blo (95 volt AC DMD display power fuse) - vertical style fuse
holder (often fails)
F4: 3/8 amp slo-blo (58 volt AC DMD display power fuse)
F5: 2.5 amp slo-blo (10 volt AC power supply). Goes to the 12 volt DC bridge
rectifier.
F6: 10 amp slo-blo (16 volt AC for the CPU controlled lamps and switches).
Goes to the 20 volt DC bridge rectifier.
F7: 8 amp slo-blo (50 volt AC solenoids). Goes to the 48 volt DC bridge
rectifier.
F8: 10 amp fast-blo (6.3 volt AC backbox general illumination)
F9: 7.5 amp fast-blo (6.3 volt AC playfield general illumination)
F10: 3 amp slo-blo (12.6 volt AC auxiliary power supply)
F11: 3 amp slo-blo (12.6 volt AC auxiliary power supply)
The A12 transformer panel fuses. Note the vertical F3 fuse holder has been replaced
with a (gray) flat style fuse holder.
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The under playfield fuses. On the right is the A15 Sensor board, which tells the CPU
board if the cabinet flipper buttons have been pressed. A optocoupler is used for this.
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In the case of Gottlieb System3, all the grounds meet at the A18 transformer
ground assembly. There is a small circuit board attached to the side of the A12
metal transformer frame which connects all grounds together. The problem is these
connectors can crack at the solder point on the A18 ground board. This of course
means the ground path is not reliable and can "float".
There are two solutions to this problem. The one John Robertson likes is to cut off
the factory ground connectors which mate to the A18 ground circuit board. Instead
he crimps large connectors to these wires and bolts them directly to the A12
transformer frame. Personally I am not a huge fan of this method. I take a slightly
different approach.
The John Roberts System3 ground fix approach using crimped connectors
bolted directly to the A12 transformer frame. These four A18 transformer
connectors are cut-off and replaced with crimped bolt-on connectors.
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My approach maintains the original A18/A12 ground connectors. But instead I tie
all the ground wires for one connector together. This way if one pin (or more) in
the connector fails, it really does not matter, because all the wires are tied
together. As long as at least one pin in the connector is still good, an excellent
ground connection is maintained. This needs to be done for all four ground
connectors that attach to the A18 ground board bolted to the side of the A12
transformer frame. This could be taken even one step further, and tie all four
connector wire bundles together (though I personally don't go that far).
My approach to fixing the System3 ground problem. This is the ground board A18
that is bolted to the side of the A12 transformer frame. As seen on the connector at
the upper left, all the ground wires for this ground connector are tied together
and soldered. If one or more connector pins fail, the other good pin(s) will carry
the ground to the transformer frame.
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1i. Getting Started: LED Flash Codes for the Circuit Boards
Most boards in the backbox of a Gottlieb System3 game have a diagnostic LED. If a
system3 game boots correctly, here is what each board's LED does.
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continually when the game is powered on. If neither LED is flashing (off), usually
this means the sound board to CPU board connector at CPU board P4 is
disconnected. Or there is no +12/-12 power coming from the Auxiliary Power
Supply.
If you would like to get fancy, the next board needed is the dot matrix controller
board. With this board connected to the CPU board via a ribbon cable at A1P3 to
A8P3, the dot matrix controller board can be booted too with these input power
sources:
The GAL U8 chip fails for one primary reason; If any plug going to the Dot Matrix
Controller board is removed or installed while the game is powered on, the U8 GAL
chip can fail. This mean plugging in the dot matrix score display while the game is
on can make the U8 GAL fail.
Fortunatly the U8 GAL chip is available from a variety of sources such as Pinball
Resource. The chip is not cheap though.
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If the DMD shows garbage like this and the DMD controller LED is locked on,
chances are good the U8 GAL chip is bad.
The power box. Note the vertical style fuse holders which often fail, and the
interlock plug.
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The A12 transformer panel fuses. Note the vertical F3 fuse holder has been replaced
with a (gray) flat style fuse holder. The power converter plug can be seen to the right
of the fuses - this specifies what wall voltage the game uses (in this case 110 volts).
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12 volts DC (for the power supply and driver board) through a 10,000 mfd
filter capacitor. The power supply ultimately turns this into regulated +5
volts, which feeds to all the circuit boards.
20 volts DC (for the driver board and DMD controller board) through a 33,000
mfd filter capacitor.
48 volts DC (no filter cap) for the solenoids.
The power supply is a simple design. It takes raw 12 volts DC from the bottom
panel bridge rectifier and a 10,000 mfd filter cap, and outputs +5 volts DC
regulated. This is adjustable via a 500 ohm trim pot at R3. A voltage regulator
LM338 (the large heat sink device) is the 5 volt workhorse. Also unregulated 12
volts DC is "turned around" at the power supply, but there is no circuit control
mechanisms for this voltage.
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The auxiliary power supply is a bit more complicated, and takes 12.6 volts AC
directly from the transformer and converts it to +12 and -12 volts DC for the sound
board. It also uses +5 volts.
Again like System1 and System80, there are two filter capacitors next to the
bridge. The large 33,000 mfd filter cap is for the 20 volt CPU controlled lamp matrix
power. The smaller 10,000 mfd capacitor is for filtering the 12 volt (and ultimately
the 5 volt) power.
The A12 transformer panel with three bridge rectifiers and two filter capacitors.
The bridge closest to the front is for the solenoid voltage. The middle bridge is for
the 20 volt CPU controlled lamp matrix. And the rear-most bridge is for 12 volts (which
eventually becomes +5 volts). The big blue 33,000 mfd capacitor rectifies the 20 volts
for the CPU controlled lights. The rear-most short black 10,000 mfd filter capacitor is
for the +5 volt logic power smoothing.
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The A2 power supply. The 500 ohm +5 volt adjustment trim pot can be seen at the top.
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A solution to this is to replace the Gottlieb linear power supply with a standard
switching 5 volt power supply. The best source of these is the switching power
supplies used for Jamma video games or even computer power supplies. These
switching power supplies vary the voltage on frequency. So if there is a power
surge, the switching power supply automatically shuts down, preventing any
components down-stream from damage.
Since the System3 power supply only supplies +5 volts, using a switching power
supply is easy to implement. The only thing that must be remember is that 12 volts
comes to the Gottlieb system3 power supply, and "turns around" and goes back out
(there is no manipulation of the 12 volt power). So after the 5 volt lines are
connected to the new switching power supply, all the 12 volt wires that come into
the original system3 power supply must be tied together:
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If the GPROM at U2 is bad or missing, the CPU board will not flash its LED and will
not "boot" (the LED will not even turn on). Verify the U2 EPROM is good using an
EPROM programmer.
Note having the larger 6264 RAM will work fine with older games too.
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Cueball Wizard garbage "boot". Same game, turned off and back on,
but different garbage message ("Ball 54").
Cueball Wizard garbage "boot". Same game again, turned off and back on,
displaying yet another strange garbage message. This problem turned out to
be battery corrosion on the Dallas DS1210 chip. But a failed U11 74HC123AN
can often show this problem too.
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Often this can be gotten around it by disconnecting and reconnecting the cable
ribbon at A1P3 (which connects the CPU board to the dot matrix controller board
A8), though this is not really a solution.
First thing to try is to reseat all the ribbon cables that go between the boards in the
backbox. These have gold plated pins on the circuit boards, and the connectors
themselves are usually not gold plated. The dis-similiar metals require a cleaning
by reinsertion. These ribbon connectors are rated at 100 cycles
(insertion/removals), so this is an acceptable way to 'clean' the ribbon connectors
(note this is not acceptable on .156" and .092" Molex connectors).
In regards to ribbon cables, often the problem can be the ribbon cable that goes
between the driver board and CPU board. If this cable is bad (this is fairly
common), garbage on the display can be the result.
The problem with the capacitor solution is this is not really fixing the problem. It is
enabling the WDOG inhibit circuit (A1P1). A better approach is to find the actual
fault. Also sometimes the capacitor will not solve the power-on garbage problem,
but sometimes it will. It can work flawlessly, or it can work intermittently with this
modification.
The CPU board's U11 chip (74HC123AN). Replacing this chip will often
fix the garbage boot problem.
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The next (and probably better) course of action is to change the CPU board U11
(74HC123AN) chip located at the top left corner of the CPU board. It is important
also to use a 74HC123AN and not a 74LS123. Also sometimes it's a good idea to try
updating the EPROM to the newest revision. Often this will fix the problem too - at
one time Gottlieb changed something in the software to stop this from happening.
The GAL U8 chip fails for one primary reason; If any plug going to the Dot Matrix
Controller board is removed or installed while the game is powered on, the U8 GAL
chip can fail. This mean plugging in the dot matrix score display while the game is
on can make the U8 GAL fail.
Fortunatly the U8 GAL chip is available from a variety of sources such as Pinball
Resource. The chip is not cheap though.
If the DMD shows garbage like this and the DMD controller LED is locked on,
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Resets.
There was a bad run of memories on games near Shaq Attack. If the game resets
over and over in two second intervals when powered on, replace the memory
(6264) at U3 on the CPU board, EVEN IF IT PASSES THE CHECKSUM TEST.
Another problem with constant game reboots is the CPU board chip U11
(74HC123), located at the top left corner of the CPU board. At one time gottlieb
changed something in the software to accommodate reboots from happening, but
this chip is another reboot problem. It is important to use a 74HC123 and not a
74LS123. Also sometimes it's a good idea to try updating the EPROM to the newest
revision. Often this will fix the reboot problem too.
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The U6 chip is a Dallas DS1210 chip is a nonvolatile controller which monitors the
battery status and write-protects the RAM contents. It looks at not only the
battery's voltage but the battery's current too. The key here is proper current. The
battery could be at 3.2 volts, but the game can still display the "Low Battery" error
message. This is because the Dallas chip has determined that the battery can not
supply enough current to maintain the RAM contents, regardless of the voltage
level. This was found to be the case because we had a System3 board booting with
a U6 battery low error message, yet the battery measured at 3 volts (which should
be plenty of voltage for the RAM). However the current was apparently too low,
since replacing the battery with a new one fixed the problem and the game boot
properely.
Though this battery (a lithum CR2430, 3.2 volts at 270 mAh, 24mm x 3mm) is
easily bought at Radio Shack, the original is soldered to the CPU board. The ones
easily found are not a solder-in type. Hence the best approach is to get a solder-in
socket for this battery, so in the future the battery can be easily replaced (don't try
and solder leads to a CR2430 battery - the battery can explode!)
The "+" hole can be used for the socket's positive leg. But the negative socket leg
will need to be soldered directly to the ground trace of the CPU board below the
battery (see the picture below). The 24mm CR2430 3.2 volt lithium battery is
available from Mouser.com part# 639-cr2430. The solder-in 24mm socket for the
CR2430 battery is available from Mouser.com part# 614-hu2430-1.
The socket and battery installed on the CPU board. U6 pin 2 should show 3.2 volts.
The "+" hole can be used for the socket's positive leg. The large ground trace is
used to solder the battery holder's "-" leg.
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After the new battery is installed, check for 3.2 volts DC at U6 pins 2,3,6 (ground is
U6 pin 4). Note there is no blocking diode used for the battery, as the battery only
provides power to U6 pin 2 (the U6 chip manages power distribution to the RAM at
U3, and the blocking diode is internal to the U6 chip). Upon first power up, the
game will still display the same dead battery message. Just turn the game off, and
power it back on, and the game should boot normally. If the battery error message
still appears, there is most likely a problem with the Dallas DS1210 non-volatile
controller chip at U6.
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of battery leakage onto the CPU board. Second "AA" batteries are a lot cheaper and
easier to get than Lithium batteries.
The U6 Dallas 1210 has a maximum battery voltage of 4 volts. This means you
cannot use three AA batteries (like most other pinball machines use for memory
retention). A minimum of 2 volts at the U6 Dallas is required for retaining
information, with the DS1210 having a 0.3V voltage drop through it's internal
blocking diode. That translates to a minimum of 2.3 volts from the batteries. So
TWO new "AA" batteries (ranging from 1.7 to 1.5 volts each) should be just perfect
for a Gottlieb System3 remote battery pack (two "AA" batteries are 3.0 to 3.4 volts,
which is plenty of headroom for the Dallas chip). No blocking diode is needed for
the remote dual "AA" battery pack either (the blocking diode is built into the Dallas
1210 chip).
Battery Corrosion.
It was largely thought that Gottlieb's use of a Lithium battery would completely
avoid any battery corrosion issues. But unfortunately that is not the case. Though a
Lithium battery is not as likely to leak, and won't leak as severely, it CAN still cause
corrosion damage! (See picture below.) Because of this potential problem, and the
general hassle of finding and installing Lithium batteries, I use two remote mounted
"AA" batteries for Gottlieb System3 pinball games.
A 1992 Cueball Wizard were the original Lithium battery has started to cause corrosion
damage to the Dallas U6 chip and the CPU board. This particular board's battery had
damaged the U6 chip enough so the game would not boot correctly (game booted with
nonsense text on the DMD and a very fast flashing CPU LED, and the game would not
go into attract mode or self-test).
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Fortunately most system3 games were fixed when the games were new by their
owners. But some have reported about two or three a year showing up with that
ONE faulty lamp socket. Often the easiest way to diagnose which socket is to
unsoldering groups of bulbs, using a system of elimination.
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Open the coin door look inside the left side of the coin door for the Game
Control Board A26.
Set the tournament switch to 'on'.
The tournament adjustments will now appear on the display. Use the left
flipper button to select the adjustment (free play), and the right flipper
button to change the adjustment (on/off).
Once changed the adjustment is in affect (IE, it's a real-time edit).
A26 Diagnostics, Audits, and Adjustments access panel located inside the coin door.
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Selecting Self-Test.
Selecting Self-Test.
Self-Test#1: Memory.
Self-Test#2: All Lamps Check (including Flash lamps). All the CPU controlled lamps will
flash together. The Flash lamps cycle from one lamp to the next, and then repeat.
Self-Test#3: Individual lamp test. Use the right flipper button to select lamp, credit
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Self-Test#4: Relay & Solenoid test. Use the right flipper button to select coil, credit
button to energize. Tests Q1-Q32 (solenoids 0 to 31).
Self-Test#5: Switch test. All inoperative switches a shown first. Then switches can be
checked. Press credit button to show all inoperative switches again.
Self-Test#5: Switch test. After showing all inoperative switches, other switches can be
tested.
Self-Test#7: Sound test. Makes eight different solid tones by pressing right flipper
button.
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Self-Test#9: Auxiliary Driver board test. Not all games have this test since not all games
use this board. Auxiliary driver board runs eight additional flash lamps (numbers 0 to 7).
Pressing the A26 Test button after the last test will wrap the tests around to the
first (memory) test. Use the SLAM switch inside the coin door to exit the self-test
mode.
With System3 Gottlieb made the slingshots CPU controlled. This is just like Bally
always had, and Williams had from System11b (1987) and newer. But the
interesting thing about Gottlieb is this: they programmed the slingshots so more
than a few repeative hits withing a short time frame, and the CPU would completely
disable the slings!
This was really strange to me, because often I will have the top glass off and be
testing all the game's coils with a pinball in my hand. I'll put the ball in front of the
slingshot rubber to make sure it works, hitting it quickly and several times to see
the coil fire. It works a couple hits, then stops working. Points still score for the
slings, but no coil kick. If I turned the game off and back on, the slingshots would
again work fine until they kicked several times in a short time span, at which time
they would no long kick.
At first this really confused me. Why would the slingshots work "part time"? But
after thinging about it, I realized this was done on purpose by Gottlieb. The
software for the game was written this way. Gottlieb figured if a slingshot was firing
many times in short span, the slingshot rubber switch was probably stuck or
adjusted too close. So the CPU would disable the coil. This prevents the slingshot
from "machine gunning" itself to death. "Machine gunning" is where the slingshot
switch is adjusted too close, so after the slingshot kicks, the backward rebound
force of the rubber closes the slingshot switch again, re-energizing the coil. This
happens over and over causing the coil to give a "machine gun" affect (very
common on Williams and Bally games). Eventually this will cook the circuit that
drives the coil, and lock the coil, burning it. So Gottlieb wrote into their system
code a safety feature that disables the slingshot coil if it thinks the coil is firing too
much in a short span of time. Because in real game play, rarely are there repeative
slingshot fires in a short time span (pop bumpers yes, slingshots no). Just keep this
in mind when working with Gottlieb System3 slingshots. What you might think is a
slingshot problem, really is not a problem.
Locked On Coils.
Symptoms of a bad driver board MosFET would include a coil or flash lamp that
turns on and stays on ("locks on") immediately upon game power-on.
Remember there is always power at the coils and flash lamps at all times when the
game is turned on. This can easily be tested using a multimeter (DMM) set to DC
volts. Put the black lead on ground (metal case or side rails of the game), and the
red lead on any lug of a suspected coil. For coils 50 to 60 volts DC should be seen
at all coil lugs, and 12 to 20 volts DC seen at the flash lamps. If no voltage is seen,
suspect a bad fuse. Or possibly a broken "daisy chain" up-stream (power links from
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coil to coil). If power is seen at only one lug, then the coil or flash lamp itself is
bad.
The job of the MosFET on the driver board is to momentarily turn on the ground
path to any particular coil or flash lamp, when the CPU board dictates. If a coil or
flash lamp is stuck-on this often mean its associated MosFET is shorted internally
and is leaving the ground path "on". A coil that never turns on (assuming there is
power at the coil) often means a MosFET is "open" internally and can not turn on.
The tests below should help identify any MosFETs with these problems.
1. With game power off, put a DMM set to ohms on the coil in question. If
testing a flashlamp, remove the lamp and check its ohm reading. It should
read 3 ohms or higher for coils. If null ohms, the coil/flashlamp probably has
a broken winding and needs to be replaced. If the coil reads zero (or near
zero) ohms, either the 1N4004 coil diode is shorted or the coil itself is
internally shorted.
2. Game power on and in attract mode, put DMM on DC volts. Put red DMM lead
on either coil or flashlamp lug, and black DMM on ground. Should see 50 to
60 volts DC for coils and about 20 volts DC for flashlamps. If power only seen
at one coil/flashlamp lug, the device is bad. If power not at either lug,
probably a blown under-playfield fuse. Could also be the power "daisy chain"
is broken upstream (remember coil/flashlamp power chains from device to
device).
3. Game power on. Using an alligator clip test lead, attach one end to ground.
Momentarily touch the other end of the alligator test lead to the
NON-BANDED diode coil lug (for a flash lamp there is no diode, just be sure
to touch the ground side of the lamp socket, which is the side *not* daisy-
chained to other flash lamps). The coil or flashlamp should fire. If not and
there's power at the coil/flashlamp, suspect a mechanical issue or a bad
coil/flashlamp.
4. Using the schematics, find which MosFET transistor controls this coil (the "Q"
number, for example Q28).
5. Game power on. Using an alligator clip test lead, attach one end to ground in
the backbox. Momentarily touch the other end of the alligator test lead to the
metal tab on the MosFET (for our example, Q28). This should energize the
coil or flashlamp.
The above procedure tests the device in question from the driver board to the
device. It does not test the MosFET however (how to do that is shown below). Note
this testing procedure also applies to the devices driven by the Auxiliary Driver
board (the small eight MosFET board used for additional game flash lamps).
If I have the driver board out of a game, it only takes a moment to test a MosFET
with a DMM. If I get any suspect readings, I replace the part. It saves work down
the road.
Here is the testing procedure for the 12N10L/IRL530 MosFETs used for
Solenoid/Flashlamps and Lamp Matrix return lines (Q1-Q32 and Q45-Q52). These
are also used on the Auxiliary Driver Board.
Game off and preferably the driver board removed from the game. If board
still in game, remove connectors P5 and P6.
Set your DMM to "diode" test function.
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On the component side of the board, put the black DMM test lead on the
metal case (or center leg) of the MosFET in question.
Put the red DMM test lead on the lower leg (leg nearest to the P5/P6/P7
connectors).
A reading of .4 to .6 should be seen.
Typically a bad MosFET will show .2 to .3; if this is the case, replace the
MosFET.
Next put the red DMM test lead on the upper leg (leg away from the P5/P6/P7
connectors).
A reading null reading should be seen.
Typically a bad MosFET will show .2 to .3 volts. If this is the case, replace the
MosFET.
Testing a Solenoid 12N10L or IRL530 MosFET: DMM set to diode function, black DMM
lead on the middle leg or metal tab of the MosFet, red DMM lead on the bottom
MosFET leg. Should show .4 to .6 on the DMM.
DMM set to diode function, black DMM lead on the middle leg or metal tab of the
MosFET, red DMM lead on the upper MosFET leg. Should show a null reading.
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Here's the same test with a bad Solenoid 12N10L MosFET: DMM set to diode function,
black DMM lead on the middle leg or metal tab of the MosFet, red DMM lead on the
bottom MosFET leg. This reading shows a bad MosFET (it should show .4 to .6)
Same test with a bad Solenoid 12N10L MosFET: DMM set to diode function, black DMM
lead on the middle leg or metal tab of the MosFet, red DMM lead on the upper MosFET
leg. This reading shows a bad MosFET (it should show a null reading).
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IRL530 - 100 volts, 12 amps continuous. Aka NTE2987. The "L" in "IRL"
means logic level drive, which is an important aspect of this MOSfet.
12N10L - 100 volts, 12 amps continous. Exactly the same as the IRL530
(Gottlieb uses the more generic 12N10L nominclature).
20N10L - 20N10L replaces either an IRL530 or a 12N10L, but not vice-versa.
20N10L MosFETs have been discontinued. The replacement is a 22NE10L,
which is an enhanced version that can sink 10% more current (22 amp
versus 20 amps). The 20N10L was used in Pinball 2000 and Stern Whitestar
driver boards too.
IRL540 - 100 volts, 36 amps continuous, so this is a bit more robust than a
20N10L or 22NE10L. You can replace the 20N10L or 22NE10L with an
IRL540.
12P06 or IRF9530 or NTE2383. Used for Gottlieb System3 Lamp/Switch
Matrix Strobe lines. This is a "P" channel MosFET. Also note the IRF prefix,
which is correct for this part.
The "IR" in the above part numbers means International Rectifier company. The "L"
after the "IR" means logic level drive. International Rectifier had their own MOSfet
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numbering system like the IRL530 and IRL540. The generic part number are
12N10L and 20N10L. The first pair of numbers refers to the current rating. In the
case of a 20N10L, it is rated at a maximum drain current of 20 amps. The N
indicates an "N channel" FET. Some FETs are of opposite polarity and known as "P
channel" FETs (like the 12P06/IRF9530 used for the Lamp Matrix). The final two
numbers indicate the voltage rating, where "10" means 100 volts. The "L" suffix
indicates that a logic level can be used to turn the FET on.
Note you cannot substitute an IRF Mosfet for an IRL Mosfet. The IRF Mosfet has a
higher Vgs threshold voltage. The IRF's Vgs voltage is higher than the guaranteed
output high voltage of a typical logic gate - it is intended to have a higher gate
voltage to turn it on. The IRL (L = Logic Level Gate Voltage) is designed to turn on
the MOSfet using the output high (5 volts) of a typical logic gate. Note that
MosFETs should be handled as a static sensitive part. This is unlike the TIP
Darlingtons used on Bally/Williams games which love to roll around in the bottom
of your tool box.
Game off and preferably the driver board removed from the game. If board
still in game, remove connectors P5 and P6.
Set your DMM to "diode" test function.
On the component side of the board, put the black DMM test lead on the
metal case (or center leg) of the MosFET in question.
Put the red DMM test lead on the lower leg (leg nearest to the P5/P6/P7
connectors).
A reading of .4 to .6 should be seen.
Typically a bad MosFET will show .2 to .3; if this is the case, replace the
MosFET.
Next put the red DMM test lead on the upper leg (leg away from the P5/P6/P7
connectors).
A reading null reading should be seen.
Typically a bad MosFET will show .2 to .3 volts. If this is the case, replace the
MosFET.
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Here is the testing procedure for the 12P06 or IRF9530 or NTE2383 MosFETs
(Q33-Q44) used for the Lamp Matrix Strobe lines on the driver board.
Game off and preferably the driver board removed from the game. If board
still in game, remove connectors P5 and P6.
Set your DMM to "diode" test function.
On the component side of the board, put the red DMM test lead on the metal
case (or center leg) of the MosFET in question.
Put the black DMM test lead on the lower leg (leg nearest to the P5/P6/P7
connectors).
A reading of .4 to .6 should be seen.
Typically a bad MosFET will show .2 to .3; if this is the case, replace the
MosFET.
Next put the red DMM test lead on the upper leg (leg away from the P5/P6/P7
connectors).
A reading null reading should be seen.
Typically a bad MosFET will show .2 to .3 volts. If this is the case, replace the
MosFET.
Testing a Lamp Matrix Strobe 12P06 or IRF9530 MosFET: DMM set to diode function,
red DMM lead on the middle leg or metal tab of the MosFet, black DMM lead on the
bottom MosFET leg. Should show .4 to .6 on the DMM.
DMM set to diode function, red DMM lead on the bottom leg of the 12P06 MosFET,
black DMM lead on the top MosFET leg. Should show .4 to .6 on the DMM.
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Gottlieb never used #555 lamps for under the playfield mounted light boards.
This is a big improvement in quality over what Williams/Bally used.
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Answer: One thing to double check if there is a problem in the lamp matrix. Go
through the individual lamp self-test and make sure you don't have two lights
turning on at the same time. Or perhaps a dim light in the lamp matrix (this can
sometimes be due to just a bad light socket). But a shorted transistor in the lamp
matrix or a bad socket can cause switch matrix problems like this. Unfortunately
removing driver board connector A3P4 (lamp matrix return lines) won't help,
because the problem is on the shared strobe lines. If A3P3 (strobes) is removed,
neither the lamp matrix or the switch matrix will work, so this doesn't help either.
Someone once told me about a System3 Stargate game that would automatically
add credits to the game every few minutes. It turned out to be a shorted lamp
socket (due to organic flux which was semi-conductive) causing a short in the lamp
& switch matrix.
An easy way to test for random switch closures is to put the game in switch
self-test. After the initial report of "inoperative" switches, the game should display
an "all switches open" message (it's a good idea to remove the balls from the game
to maximize the number of open switches). Now walk away from the game, and
come back in 15 minutes. If there were any random switch self-closures, it will
display on the dot matrix display (the last closed switch description and number will
stay on the display). If this happens, note the switch number, and investigate all
the switches and lamps in that strobe and return lines. In particular look for lamp
sockets with large amounts of flux on the solder points.
The A17 diode board mounted under the playfield for the switches.
This board also uses 1/4 watt 220 ohm switch matrix resistors, which like to burn.
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A problem often seen on the system3 switch matrix is a complete row (strobe) of 8
switches not working. The first impulse is to check the driver board A3P3 connector
at the upper left hand corner, where the switch strobe wires come to the driver
board. These connect to a 12P06 mosFet transistor, which is easily tested with a
DMM set to the diode function (.5 and 1.1 volts should be seen with the black lead
on the center mosFet leg). But chances are good this is not the problem.
A further test of the driver board can be conducted by putting the game into switch
matrix test. Then remove the upper left corner A3P3 connector. Using an alligator
test lead connected to the strobe pin in question, touch the other end of the
alligator lead to any pin of the switch matrix column A3P5 connector at the lower
left corner of the driver board. This should show a switch closure in the switch
matrix test. This will prove if the driver board is at fault or not.
In one game I worked on, the coin switches, start button, front door, and
tournament buttons did not work. These are all in strobe0 (row0) of the switch
matrix. The driver board Q33 mosFet tested fine too. This was a 400 color
(yellow,black,black) wire. Even though it only services switches in the front door
area of the game, the y/bk/bk wire went to the playfield. This is because the wire
then goes to 8 lamps in the lamp matrix, all using strobe0. Now the wire daisy
chains from the lamps to a small 2"x2" circuit board mounted under the playfield.
This board contains all the 1N4148 (or 1N914) diodes for the switches. And the
strobe0 line goes through a 220 ohm resistor mounted on this board. Finally the
wire changes color (to grn/grn/grn for strobe0 in this example), and then goes out
of the playfield, and to the coin door area (in this case).
The reason why none of the eight Strobe0 switches worked was because the small
1/4 watt 220 ohm switch matrix resistor mounted on the small 2"x2" diode board
had burned up. Replacing the resistor fixed the switch matrix problem, and the
game worked. This is probably the extent to which you will have switch matrix
problems on a Gottlieb system3 game.
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Sometime during the dot matrix era of System3 games, Gottlieb introduced a new
style of switch called the "Smart Switch". Co-patented by both Gottlieb and a major
switch manufacturer, the Smart Switch boasted millions of cycles without wearing
out. Also there is no adjustment needed on this switch (do not try and bend the
wide switch blade as this can damage the Piezo film, ruining the switch). Essentially
there are no moving parts for the switch to break. Also dirt and smoke does not
effect the Smart Switch.
There are some Smart Switch differences. The green pcb SS is for stand-up targets
and rollovers. The blue pcb SS is for the pop bumpers only. They operate in inverse.
The green pcb switch operates on return of the piezo film. The blue operates on
initial flex of the piezo film. This was done to get the proper action from the pop
bumpers. You can interchange them but it's not a good idea. For example, the pop
bumper blue version causes short kicks when used in a kickback lane, as the
plunger is extended too soon.
Though the Smart Switch is a cute idea, I am not entirely sold on it. To me it is a
bit like engineering for engineering sake. Luckily though, Smart Switches are
downward compatible to regular switches. So if a Smart Switch fails, it can be
replaced with a normal blade or micro-switch (without a diode, as all Gottlieb switch
diodes are remotely mounted on an under-playfield mounted diode board).
Sometimes there are questions on the Gottlieb Smart Switch as to what is pin 1
(strobe) and pin 2 (return). Hold the switch with the green pcb facing you (the side
of the pcb with no components). If you have the switches that use the connector,
the lock tab will be on the right. The lock tab side is the return side (pin 2), and
there should be two wires in that connector hole. If you have no connector the
right side is still the return side (pin 2). There is also a rib on the pin 1 side of the
plastic connector and plug with a little "1" on the back of the plug on the tab that
extends outward opposite the locking lever, denoting pin 1.
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The tiny surface mounted components can be seen mounted on the Smart Switch.
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Missing 64 Volts.
Sometimes the +64 volt supply for the display will not function. This is often
caused by a blown Q1,Q2 (2N5551) transistors on the A8 dot matrix display
controller board. This is usually caused from someone removing or installing the
power plug to the DMD while the power is turned on.
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PINBALL: Gottlieb System 3 Gottlieb System3 Repair 1989-1996 pinball... file:///C:/Documents and Settings/CraigS/My Documents/Marvin3M/Gottl...
The high voltage (HV) section of a Dot Matrix Controller board and the
DSPROM (EPROM) and U8 GAL chip (lower right).
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The GAL U8 chip fails for one primary reason; If any plug going to the Dot Matrix
Controller board is removed or installed while the game is powered on, the U8 GAL
chip can fail. This mean plugging in the dot matrix score display while the game is
on can make the U8 GAL fail.
Fortunatly the U8 GAL chip is available from a variety of sources such as Pinball
Resource. The chip is not cheap though.
If the DMD shows garbage like this and the DMD controller LED is locked on,
chances are good the U8 GAL chip is bad.
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If you try to play the game it most likely will have strange behavior and even reset
during play. Display board U9 may be hot to the touch. This is even with F5 blown.
The reason for this is U9 is a dual voltage part. With F5 blown the 47vdc is not
present, but the +5 volts is. The common failure mode of this device is a short
internally between pin 1 (Vbb) and pin 14 (Ground). This creates excessive current
draw to the four diode bridge CR1-CR4 on the display board.
The reason this problem plays havoc with the game is this. With this chip shorted
internally, the +5 can be affected and draw more current. This is why the chip can
be very warm to the touch. Since the power supply is not self-adjusting, the +5vdc
will drop, depending on the amount of current through U9 to ground, causing CPU
resets due to low 5 volts. This happens especially during a power increase from
coils operating.
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Quesion: Why do Gottlieb System3 games use #67 flasher bulbs instead of #89?
Answer: The #67 bulb has a much higher life rating than the #89 bulb, and the
flash circuits are designed for the #67. #67 bulbs are 13.5 volts, 4 candlepower,
.59amps, and have a life of 5000 hours. Compare this to the #89 which is 13 volts,
6cp, .58amps, and have a life of 750 hours. Note in some cases, a #89 just won't
work in a Gottlieb System3 game. Gottlieb also used a #904 flasher, but only in
Freddy to my knowledge. The 904 is a 14 volt wedge style flasher bulb with 4
candlepower. It's a slightly dimmer version of the 906 (6 candlepower). In a pinch,
the 906 bulb can be used instead of a 904. But don't use a #912 (12cp), as that
bulb draws way too much current and is too bright.
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