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Repairing Bally Electronic Pinball Games
from 1977 to 1985, Part One.

by cfh@provide.net, 05/02/09.
Copyright 1999-2009, all rights reserved.

Scope.
This document is a repair guide for Bally electronic pinball games made from 1977 to 1985. Since Stern electronic pinball games use nearly identical electronics, these games are covered too.

Internet Availability of this Document.
Updates of this document are available for no cost at http://marvin3m.com/fix.htm if Internet access is available. This document is part one of three (part two is here, and part three is here).

IMPORTANT: Before Starting!
IF YOU HAVE NO EXPERIENCE IN CIRCUIT BOARD REPAIR, YOU SHOULD NOT TRY TO FIX YOUR OWN PINBALL GAME! Before starting any pinball circuit board repair, review the document at http://marvin3m.com/begin, which goes over the basics of circuit board repair. Since these pinball repair documents have been available, repair facilities are reporting a dramatic increase in the number of ruined ("hacked") circuit boards sent in for repair. Most repair facilities will NOT repair your circuit board after it has been unsuccessfully repaired ("hacked").

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

Bibliography and Credit Where Credit is Due.
Many of the ideas in this repair guide are not original. Lots of people contributed to this document, and I just want to say, "thanks!" Below are a list of the resources used in the development of this guide. Some resources/people may have been innocently left out. If this is the case, and an idea is here that was originally yours, please notify me and I will make sure to give you credit!

  • "Electronic Pinball Games Repair Procedures", Bally, part number F.O.560-3, fourth edition, dated October 1, 1981.
  • Jerry Clause, who provided tons of tips and tricks.
  • Tom Callahan and his web site at www.repairconnection.com.
  • Mr. Johnson and his web site at www.aros.net/~rayj/action/tech. Ray's postings and tips were most helpful.
  • Duncan Brown. Duncan provided lots of tips and tricks.
  • Rob Hayes, who's advice and proof reading were very appreciated.
  • David Gersic, who also did proof reading and provided some tips.
  • John Robertson and his posts & tips helped mucho grande.
  • Dwight Elvey for his posts, tips and tricks.
  • A. Reizman for his amazing wealth of knowledge.
  • Pinball Liz Tech Reprints #1 to #6, August 1995 to August 1996, for their tips and tricks.
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.



1a. Getting Started: Experience, Schematics, Manuals.

1b. Getting Started: Necessary Tools
    Fixing electronic pinball games will require a few tools. Luckily, most are not that specialized and are easy to get. Please see http://marvin3m.com/begin for details on the basic electronics tools needed.

    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.
    • Right Angled Screwdriver: both phillips and flat head.

    Specialized Tools Required:
    These specialized electronics tools are needed. Please see http://marvin3m.com/begin for details on the basic electronics tools needed.

    • 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), Molex part# 63811-1000, Amp 725, or Radio Shack #64-410.

    Cleaning "Tools" Required:

    • Novus #2 or MillWax (for cleaning playfields and rubber)
    • Novus #3 (for polishing metal parts)
    • A paste wax (like Trewax) or hard automotive Carnauba Wax (for waxing playfields and cleaning rubber)
    Novus is available at many places (my local grocery store sells it), or from any good pinball vendor. I don't recommend MillWax, but others 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 plastic and can yellow ramps and lift mylar. Trewax or Meguires Carnauba Wax is available at Kmart or the local hardware store.


1c. Getting Started: Parts to Have On-Hand
    When fixing electronic pinballs, I would highly recommend having some parts on-hand to make things easier and cheaper. All these parts are available from a pinball retailer.

    Parts to have:

    • #47 light bulbs: Seventyfive is plenty to do most games. Do not use #44 bulbs in these Bally games as they consume more power, and the power supply is already over-stressed.
    • Fuses: I would have five of any needed value on hand at all times.
      • 3/4 amp slo-blo (F2, for the display high voltage)
      • 1 amp slo-blo (playfield mounted fuse)
      • 3 amp slo-blo (F6, for the incoming 120 volts AC)
      • 4 amp fast-blo (F3, for the unregulated +5 volts)
      • 5 amp fast-blo (F4, for the solenoids, if game has 2 flippers)
      • 6 amp fast-blo (F4, for the solenoids, if game has 3 flippers)
      • 7 amp fast-blo (F4, for the solenoids, if game has 4 flippers)
      • 10 amp fast-blo (F1, for the CPU controlled lamps pre-Xenon)
      • 20 amp fast-blo (F5, for the general illumination and F1, Xenon and later)
    • Transistors and Silicon Controlled Rectifiers (SCR): keep a few of each of these around:
      • 2N3584 at Q21 for High Voltage section of driver board.
      • 2N3440 at Q22,Q23 for High Voltage section of driver board.
      • 2N3904 or NTE123AP (used on MPU board for reset section)
      • 2N4403 or MPS-3702 or NTE159 (used on MPU board for reset section)
      • 2N5060 or NTE5400 (used on Lamp driver board for feature lamps). A silicon controlled rectifier. This is a .8 amp at 30 volt device. Available from Mouser (part# 610-2N5060, $0.39). Also a 2N5062 (.8 amp 100 volt, can work too.
      • MCR106-1 or NTE5411 (used on Lamp driver board for feature lamps). A silicon controlled rectifier. Also known as a T106. This is a 4 amp at 30 volt device. Available from Mouser (part# 519-T106F1, $0.75).
      • 2N5401 or NTE288 (used on Display driver board)
      • MPS-A42 or NTE287 (used on Display driver board)
      • SE9302 or NTE263 or TIP102 (used on Solenoid driver to drive coils). TIP102's are used in so many other pinball games, I would just buy them. They have the same values except the TIP102 is rated at 12 amps, while the SE9302 is rated at 10 amps.
    • Diodes:
      • 1N5275A or 2EZ140 (aka 2EZ140-D5MS) 140 volts for High voltage section of driver board.
      • 1N4004 and 1N4148 (or 1N914). Keep a few around.
      • 1N959B or 1N4738a. the diode on the MPU board at VR1 (in the reset section) is a 1N959B (8.2 volts, 1/2 watt). These are no longer available. This diode is used to keep the RESET line low for a short time while the power supply and its associated filter capacitor get wound up to +5 volts. This can be replaced with a 1N4738A diode (8.2 volts, 1 watt). A 1N4739a (9.1 volts) can be used too, as this would hold the RESET line low just a bit longer. Note the 1N959B is mis-labeled in the manual as "1N9598".
    • Bridge Rectifiers: keep a few 35 amp, 200 volt (or higher) bridge rectifiers around, with wire leads. On pre-Xenon games the original bridge was a VJ248 8 or 10 amp bridge, which is small. Better to get wire lead 3502W (35 amp 200 volt) bridges, which fit well on Xenon and later games, and can be adapted to pre-Xenon games.
    • Chips:
      • CA3081 or NTE916 (used on the Solenoid driver to drive coils). This is the pre-driver transistor array. It looks like a chip, but it's actually several transistors mounted in a chip package.
      • 6821 or 6820 PIA chips (MPU U10/U11). Get either and have a few around. Getting hard to find, try Great Plains Electronics.
      • 6800 or 68B00 CPU chip (MPU U9). Have at least one good one around. Available from Great Plains Electronics. Getting hard to find. The Repair Connection has a 6802 adapter which allows the easier to find 6802 to be used instead of a 6800. It also has the benefit of not needing the 6810 RAM chip and 9602 chip, as this is all built into the 6802. A very nice product.
      • 555 chip (MPU U12). Resides in the "corrosion area". Available from Jameco (part# LM555CN, $0.29) or Radio Shack.
      • 4011 chip (MPU U19). Available from Jameco (part# 12634) or Radio Shack (part# 276-2411, $0.99).
      • 4049B chip (MPU U14/U18). Available from Jameco (part# 13055).
      • 9602 chip (MPU U16). Available from Great Plains Electronics.
      • 14502B aka 4502 chip (MPU U20). Available from Great Plains Electronics. Drop the "1" off the beginning of the number to get the generic part number (4502). Available from Great Plains Electronics or NTE part# NTE-4502B.
      • 5101 RAM chip (MPU U8). This chip frequently goes bad on the MPU board. Have several around. Speed is important on these chip. 100ns to 300ns is required (Stern M-200 MPU boards require the faster 100ns speed). Also there are substitute devices available using a 6116 RAM or SRAM. The Repair Connection also sells a 5101/SRAM replacement at http://www.repairconnection.com with an internal battery that lasts about seven years. This is highly suggested over using an original style 5101 RAM chip (which are becoming hard to get). Great Plains Electronics should have 5101 RAM chips if prefered.
      • 7437, 74S37 or 74F37 ttl chip (MPU U15). This is used as a replacement for the discontinued MC3459 chip at U15 on the MPU board. The original MC3459 chip can sink 122mA. On the Bally MPU board, U15 gate#4 needs to sink 37.6mA, so that's why the original MC3459 was used. For comparison, the 7437 chip can sink 48mA, the 74S37 sinks 60mA, and the 74F37 sinks 64mA. Hence these are valid replacements. However the 74LS37 can only sink 24mA, so the 74LS37 is not recommended, except in a pinch. Do not use a 7400 chip (as some people may suggest) for a U15 replacement. The 7400 family of chips can only sink 16mA, the 74S00/74F00 sinks 20mA, and the 74LS00 only 8mA. Overloading (using a chip that can't support 37mA) will cause intermittent errors and/or shortened chip lifespan.
      • MC14543LE score display decoder chip, also known as a 4543.
      • CD4514 lamp driver board decoder chip.
    • Chip Sockets or Machine Pin Strips: keep 8, 14, 16, 22, 24 and 40 pin sockets around. Get good quality sockets! Note the 22 pin socket may be a bit harder to find, as it's a strange configuration. It's used for the 5101 MPU RAM chip. An even better (but more expensive) alternative is "machine pin strips". These come in a snapable length they can be custom made to any size socket needed. But the really good thing about them is they allow complete access to the socket area. These can be soldered into a board from the top and bottom! They are the highest quality.
    • 600 ohm 10 watt sand resistor. Often burned on -18 style regulator boards at R1, especially on Stern games. But instead of using the origianl 600 ohm, up this to a 620 ohms 15 watt. This will drop the temperature of the resistor about 30 degrees.
    • 25 ohm 10 watt sand resistor. Often burned on -18 style regulator boards at R2, especially on Stern games. Again change this to a 27 ohm 10 watt resistor and this will result in a 20 degree drop in temperature.
    • .156" Connector pins, header pins, and plastic housings. Get a 20 pin housing if you have a pre-Xenon game with a -18 rectifier board, as this 20 pin housing at J3 on the rectifier board often burns. Get .156" Trifurcon crimp-on terminal pins. .156" terminal pins are used on the rectifier board, score display boards, sound board, and solenoid driver board. See the connector section for more details.
    • .100" Connector pins, header pins, and plastic housings. Get the crimp-on variety for the MPU and solenoid driver board. Be sure to have a 25 pin .100" connector housing for the solenoid driver board connector J3 if your game is currently using an IDC style connector. See the connector section for more details.
    • Capacitor: .05 or .047 mfd ceramic disc capacitors, 16 volts or higher, non-polarized. These are used on the switches to make switch closures longer (so the MPU can read them easier). These are often cut off switches, or are damaged.
    • Capacitor: 10,000 to 15,000 mfd 20 volt electroylic capacitor for the 5/12 volt rectifying circuit on the driver board.
    • Nylon Coil Sleeves: The 1.75" length is used for most coils in these games.
    • Flipper Plunger/Link: used when rebuilding flippers.
    • Flipper Coil Stops: used when rebuilding flippers.
    • Flipper EOS Switch: used when rebuilding flippers.
    • 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. 2" are used on these games.
    • Rubber Rings: order game-specific ring kits with exactly the rings you need (from Pinball Resource). Don't forget to get flipper rubbers and a shooter tip.

    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.


1d. Getting Started: Game List
    Here are the list of the Bally and Stern electronic pinball games from 1977 to 1985 covered in this document. Release date is given, and production numbers are in the parends. It is very important to know what generation of Power supply, MPU and Sound board the game has.

Bally, MPU-17, Power supply -18, "chime" sound:
- Power Supply AS2518-18
- MPU AS2517-17
- Lamp Driver AS-2518-14 or AS-2518-23.

Bally, MPU-35, Power supply -18, Sound module -32:
- Power Supply AS2518-18
- MPU AS2517-35
- Lamp Driver AS-2518-23
- Sound Module AS2518-32

Bally, MPU-35, Power supply -18, Sound module -50:
- Power Supply AS2518-18
- MPU AS2517-35
- Sound Module AS2518-50

Bally, MPU-35, Power supply -49, Sound module -50:
Power supply only used on these games, modified -18 supply with added lamp power.
- Power Supply AS2518-49
- MPU AS2517-35
- Sound Module AS2518-50

  • Kiss (12meg), 6/79 (17,000), Auxiliary Lamp Driver AS-2518-43, Rectifier Board AS-2518-49, sound module AS-2888-3, Lamp Driver AS-2518-23. More.
  • Future Spa* (4meg), 12/79 (6,400), Auxiliary Lamp Driver AS-2518-43, Rectifier Board AS-2518-49, sound module AS-3022-1, Lamp Driver AS-2518-23.

Bally, MPU-35, Power supply -18, Sound module -51:
- Power Supply AS2518-18
- MPU AS2517-35
- Sound Module AS2518-51
- Start of 7 digit score displays (except credit/ball display still a 6 digit display).

Bally, MPU-35, Power Supply -54, Sound module -61 (Squawk and Talk):
Power supply now move to the lower cabinet and has different connectors.
- Power Supply AS2518-54
- MPU AS2517-35
- Sound Module AS2518-61 (Squawk and Talk)
- 7 digit scoring

  • Xenon (2.1meg), 11/80 (11,000). First Bally game with speech, first game with a talking female voice, multiball. Uses sound module AS-2518-56 and volcalizer module AS-2518-58 (instead of AS-2518-61 Squawk and Talk). More.
  • Flash Gordon (3.1meg), 2/81 (10,000), speech. More.
  • Eight Ball Deluxe (5.6meg), 4/81 (8250), speech. More.
  • Fireball II (3.3meg), 6/81 (2,300), speech, 3-ball multiball.
  • Embryon* (2.1meg), 6/81 (2,250), 6 digit score displays, speech, 2-ball multiball.
  • Fathom (3.7meg), 8/81 (3,500) More.
  • Medusa (1.5meg), 9/81 (3,250). More.
  • Centaur (1.2meg), 10/81 (3,700). Also has a "Say it Again" -81 reverb card, in addition to the -61 Squawk and Talk module. The reverb card is not required, it just adds reverb to the voices. More.
  • Electra (2.3meg), 12/81 (2,950)
  • Vector, 2/82 (3,500)
  • Spectrum (3.1meg), 6/82 (994)
  • Speakeasy (1.4meg), 8/82 (4,000). AS2518-51 sound board (no Squawk and Talk).
  • Rapid Fire, 4/82 (5000), a pinball gun gun game with a low-back cabinet.
  • Granny and the Gators (1.1meg), 1/82, AS-2518-133 MPU, AS-2518-132 power supply, AS-2518-107 combo Solenoid and Lamp Driver board, Vidiot AS-2518-121 board (handles video and sound).
  • Mr & Mrs Pacman (4.2meg), 4/82 (10,600)
  • Baby Pacman (3.9meg), 4/82, (7,000), AS-2518-133 MPU, AS-2518-132 power supply, AS-2518-107 combo Solenoid and Lamp Driver board, Vidiot AS-2518-121 board (handles video and sound). More.
  • Eight Ball Deluxe Limited Edition, 10/82 (2,388), same exact game electronically as Eight Ball Deluxe but in a different low-backbox Rapid Fire cabinet.
  • BMX 1/83 (406). AS2518-51 sound board (no Squak and Talk).
  • Centaur II (13meg), 5/83 (1,550), same exact game electronically as Centaur but in a different low-backbox Rapid Fire cabinet.
  • Goldball, 6/83 (1,750). AS2518-51 sound board (no Squawk and Talk), used a combination solenoid driver board and lamp board (much like Baby Pacman, so there is no separate lamp driver board).
  • Grand Slam, 8/83 (1,000). -133 MPU, sound board labeled AS-2888-51.
  • Midnight Marauders, 5/84. -133 MPU, squawk and talk, combination driver board and lamp board, mechanical gun game. More.

Bally, MPU-35, Power Supply -54, Sound Module B045/B044 (Cheap Squeek):
- Power Supply AS2518-54
- MPU AS2517-35
- Sound Module M-051-00114-B045 (or B044) (Cheap Squeek)

  • X's & O's, 2/84 (3,300)
  • Kings of Steel (1.6meg schm.), 3/84 (2,900)
  • Black Pyramid (1.7meg), 7/84 (2,500)
  • Spy Hunter, 10/84 (2,300)
  • Eight Ball Deluxe Classic, 11/84 (1,300), same exact game electronically as Eight Ball Deluxe and 8 Ball Dlx Limited Edition but with a slightly less-deep backbox.
  • Fireball Classic** (1.3meg), 12/84 (2,000)
  • Cybernaut***, 5/85 (900)
* Widebody game.
** Sometimes fitted with a 6802 MPU board, which is very similar to the -35 MPU.
*** Sometimes fitted with a 6802 or 6803 MPU board.
STERN, MPU-100, "chime" sound:
- Power Supply identical to Bally's AS2518-18
- M-100 MPU
  • Pinball 7/77 (1,694 SS)
  • Stingray 3/77 (3,066)
  • Stars (1.9meg), 3/78 (5,127)
  • Memory Lane 6/78 (2,624)

STERN, MPU-100, Sound SB-100:
- Power Supply identical to Bally's AS2518-18
- M-100 MPU
- Sound board SB-100

  • Lectronamo (1.4meg), 8/78 (2,423)
  • Wildfyre 10/78 (2,400)
  • Nugent (500k), 11/78 (2,671)
  • Dracula (4.2meg), 1/79 (3,612)
  • Trident (400k), 3/79 (4,019)
  • Hot Hand 6/79 (4,117)
  • Magic (900k), 8/79 (2,466)
  • Cosmic Princess (kit) 8/79 (336)

STERN, MPU-200, Sound SB-300:
- Power Supply identical to Bally's AS2518-18
- MPU M-200 (uses two 5101 RAMs)
- Sound board SB-300

STERN, MPU-200, Sound SB-300, Voice VS-100:
- Power Supply identical to Bally's AS2518-18
- MPU M-200
- Sound board SB-300
- Voice board VS-100 for speech
- The start of talking and multi-ball Stern games
  • Flight 2000 (2.6meg), 8/80 (6,301). This is the first and start of talking and multi-ball Sterns. More.
  • Free Fall (2meg), 1/81 (1,300)
  • Lightning 3/81 (2,350)
  • Split Second (1.6meg), 8/81 (?)*
  • Catacomb (2.9meg), 10/81 (?) More.
  • Orbitor One (2.7meg), 4/82 (889)
  • Cue ??/82 (prototype, never released)
  • Lazorlord 10/84 (prototype, never released)
* Widebody game.

    6802 MPU board (A080-19638-D000 MPU)
    The 6802 board as used in some Fireball Classic and Cybernaut games looks nearly identical to the -35 MPU board. The LED flash sequences for the -35 and 6802 boards are identical, and the 6802 MPU board runs standard -35 ROM code. Differences between the 6802 and -35 MPU boards include:
    • 6802 CPU chip (instead of a 6800)
    • 5114 memory chip (instead of a 5101), which is the same physical 18 pin size as the 5101 but the 5114 holds four times more (1024x4 bits).
    • No 6810 memory chip (the 6802 has on-board memory so the 6810 is not needed)
    • Can work with one 2764 program EPROM at U7 instead of two 2732 EPROMs at U2/U6
    • No clock circuit (instead uses a 2 mHz crystal and two caps) since the 6802 has a clock built in to the CPU chip.
    • A complete different reset cicuit (with a 74hc538 and a 2N3904 for the 5114 RAM), The reset line is high after power-up, and then goes low after valid power is detected via 2N3904/2N4401 transistors.
    • Additional jumpers W1-W6 next to TP5.
    • Compatible (software) with the -35 MPU board.
    Most Cybernauts do use the -35 MPU board, so Cybernauts with a 6802 or 6803 MPU board are fairly rare.

    Why Are Stern's Electronic Guts Essentially the Same as Bally's?
    According to Tony Miller (a Stern employee in 1980), Gary Stern (a lawyer), with the backing of his father Sam Stern (a previous president of Williams), bought out Chicago Coin in the mid-1970s. At the same time Gary Stern also bought a small PC board assembly firm called Universal Research Laboratories (URL). URL was started by a couple of ex-Seeburg engineers to assemble PC boards. URL then later built a couple of video games (B17) and got into financial difficulties, where Gary Stern bought them out.

    The reason why the Stern boards (1977-1982) were interchangeable with Bally was that URL 'reverse engineered' (copied) the Bally system. Litigation ensued, resulting in Stern paying a royalty to Bally for each game sold. Later Stern made some slight changes to the MPU board (to increase the amount of RAM and ROM).

    Interestingly, when Gary Stern started DataEast in 1987, he did the same thing to Williams and copied their current "system11" boardset. The same result happened (lititgation), where DataEast ended up paying Williams a royalty for each game sold.

    The other story is that Bally somewhat looked the other way when Stern copied their board system. The reason for this was simple: Bally wanted their pinball board system to be "the one", opposed to what Williams was doing. This way if a number of manufacturers used the "Bally solidstate system", it would become the "standard" and Bally would have the upper-hand over Williams. Pretty smart thinking really.


1e. Getting Started: Lubrication Notes
    Pinball machines, for the most part, do not require any lubrication. Most parts run "dry". Far more damage can be done to a pinball machine by over-lubricating, than by under-lubricating. As a rule, if in doubt as to lubrication, don't do it! Throw that WD-40 away, it won't be used here.

    The only parts that will require any lubrication are metal-to-metal moving parts. There aren't very many in a game. Only ball eject and slingshot hinges. 3-in-1 oil also works on these if needed. But try and keep that lubrication in the tool box and away from the game.

    If some prior person did lubricate the game, the lubrication has probably now congealed with the infamous "black pinball dust" to form a thick, black mess. This is unrepairable on coil sleeves, and new parts will need to be installed.


1f. Getting Started: The Circuit Boards
    Here are the boards that live in the backbox (head) of the electronic Bally pinball games. This particular game is Bally's 1979 "Star Trek", with a AS2518-18 power supply and a AS2517-35 MPU.

    • In the upper left of the backbox is the MPU board. Particularly noteworth is the lower edge of this board, which is where the battery normally resides (it has been removed in this game).
    • Upper right is the Voltage Regulator/Solenoid Driver board.
    • Lower left is the Lamp Driver board.
    • Lower right is the Sound board.
    • Lower right corner is the transformer and power supply board.

A typical Bally backbox showing all the circuit boards.


1g. Getting Started: Voltage Test Points on the Boards and the Power Train.
    All the boards in the Bally games have TP "test points". These are points where the voltages can be tested for proper levels. All voltages can be plus or minus 10 percent. Missing voltages can be caused by a blown fuse, a bad header pin, a bad connector, or some other electronic component. Also check the fuses and the connectors first.

    Power Transformer Module (Rectifier board):
    If the rectifier board connector J3 is disconnected, this will isolate the power supply from the rest of the game, giving slightly different voltage readings for TP2 and TP4.

    • TP1 = +5.4 vdc (AS2518-18 version), +6.5 vdc (AS2518-49 & -54 versions) feature lamps.
    • TP2 = +230 vdc (score displays) with connector J3 attached, 150 vdc with J3 disconnected.
    • TP3 = +13 to 16.5 vdc with connector J3 removed, +12 to 14 vdc with J3 connected. This voltage will become the +5 regulated voltage.
    • TP4 = 5.7 to 7.3 volts AC (general illumination)
    • TP5 = +43 vdc (solenoid voltage)
    • GND = Ground

    The 5/12 Volt Power Train in Detail.
    The Bally/Stern MPU boards need only 12 volts and 5 volts to start booting (43 volts is needed later, but for now let's keep it simple). Before doing anything, check the power train.

    Go to the rectifier board and check for voltage there. The following info applies mostly to games prior to Xenon (where the power supply is in the backbox). But it can be applied to the later games, especially when testing the 12 volt and 5 volt DC circuits of the solenoid driver and MPU boards. Different wire colors may be used in newer games, but the test points (TP) and voltage readings are the same.

    Check rectifier board TP3 for 12 volts. If missing, check the fuse F3. Remove the 4 amp slo-blow and buzz it out with a DMM. Check the fuse clips for damage or burns, as this is very common.

    If still no 12 volts DC at TP3, check E11/E12 test points on the rectifier board. These are the two AC inputs and should read about 12 volts AC with your DMM connectors to both E11 and E12. If no voltage check the wiring to the transformer or the transformer itself. If the 12 volts AC is present at E11 and E12, then the bridge rectifier BR2 is open. If fuse F3 blows immediately at power-on, then the bridge rectifier BR2 is shorted. Part of the bridge could be not working causing only half wave rectification of the AC voltage, but the voltage will still be 12 to 13.5 volts (just the +5 volt circuit on the solenoid driver board will struggle to make a clean 5 volts, and this will cause problems like the game reseting occasionally or locking-up.)

    If there is 12 volts DC at TP3 on the rectifier board but no 12 volts on the MPU board at TP2, likely it is just one wire causing the problem. Check J3 pin 8 (orange wire) of the rectifier board, as it may be burnt. It is a good idea to replace this connector pin as it handles the 12 volts distribution and is often burnt.

    Next the orange wire goes to the solenoid driver board connector J3 pin 12. It makes a U-turn and heads back out J3 pin 11 and goes to the MPU board (this is why there is often a jumper between the solenoid driver board TP1 and TP3, to make sure this U-turn does not get cut). At the Solenoid Driver, the 12 volts DC heads also heads to the 5 volt regulator going through the big capacitor C23 (this smooths out the raw 12 volts DC, and usually needs to be replaced for reliability). Often there is a problem with the negative side of cap C23 that causes problems. The negative side of this cap goes back to the Power Supply in a separate wire, independent of other ground circuits. Even though all grounds end up at the same spot, this independent wire helps limit line noise. It also can lead to some weird problems like shutting down the MPU or causing massive resets.

    This single white/brown return wire goes from the solenoid driver from J3 pin 10 to the rectifier board J3 pin 17. Note that these pin numbers at the rectifier board may not the same the game you are working on. The grouping of the pins at rectifier board connector J3 are often swapped around between pins 1-4 and pins 14-20. These are all ground returns and over the years perhaps the wires were moved. Keep this in mind.

    The point is if this ground return wire from the solenoid driver board capacitor C23 to the rectifier board gets cut, it will shut down the 5 volt regulator and the MPU. The fastest way to do a check is to jump the left (negative) side of the cap C23 to any ground in the backbox. If the game comes up, you have found a problem with the white/brown wire.

    You should now have +5 (TP1) and +12 (TP2) volts DC at the MPU board, and can start diagnosing the MPU LED board flash codes.

    5/12 Low Voltage Summary.
    If solenoid driver board's TP5 is lower than 13 vdc, there is either a bad connection on the two wires (12v and ground) between the Rectifier power supply board's J3 and the solenoid driver board's J3. I have found that on pre-Xenon games the Rectifier board's J3 (the long connector) can have a bad ground pin(s) for the return voltages. This includes grounds J3 pin 2 (+12), J3 pin 15 (+5), J3 pin 16 (+190), J3 pin 18 (+230).

    Or there may be a failing/bad C23 filter capacitor on the solenoid board, which is very common for a 25 year old game (capacitor C23 must be replaced for reliability). I recently fixed a Kiss game where the Rectifier board's TP3 was 10 volts DC (too low, should be 13 volts DC). If I put the rectifier board/transformer in another game and it worked fine. Turns out the C23 solenoid driver board cap was completely dead, as there was 4 volts of AC voltage across the cap's leads! Replacing the filter cap brought the Rectifier board's TP3 up to 14 volts DC.

    If the Solenoid Driver board's TP5 is 13 to 16.5 volts but Solenoid Driver board TP1 is lower than 5.0 volts, power off and disconnect J4 from MPU board, remove all the Lamp board connectors, and remove all the Auxiliary Lamp board connectors. Power the game on and re-check Solenoid Driver board TP1. If it is now 5.0 to 5.2 volts, the MPU or Lamp Driver boards are consuming enough current to pull the 5 volts low. This is often a bad Q20 voltage regulator on the Solenoid Driver board. Or there is a problem on the MPU/Lamp driver boards. Reconnect the MPU board first and check the +5 volts, followed by the Lamp Driver and then the Auxiliary Lamp driver boards. This may isolate which board is being the power hog and having a problem.

    Doing Something Stupid with a DMM, 5 volts, and 43 volts.
    (Accidentally Shorting 43 volts solenoid power to the 5 volt buss.)

    On the CPU board at connector J4 (lower left corner), the supply voltages come to the CPU board. This includes +5 volts, +12 volts, and +43 volts. The problem is, these voltages are physically very close to each other on the J4 connector. So close that if battery corrosion surrounds the J4 connector, it can short 43 volts to 5 volts (battery corrosion can be conductive).

    Which brings me to the "stupid" part. On the CPU board at the J4 connector, pin 15 is +43 volts (for reference, the key is pin 14 and pin 12 is +12 volts). Then right next to the 43 volts at is +5 volts at pins 16,17 (followed by ground at pins 18,19). Here's the thing to watch for and the advice I suggest you follow. Do not test for 5 volts at the J4 connector! Because 43 volts is so close to the 5 volt pins, if these pins get crossed with say the probe of a multimeter, you will be hating life. If this happens, *every* chip on the CPU board will fry. Also probably the 74154 chip on the SDB. And the 4543 CMOS chip on the score display boards will also usually fry too. As for the sound board, if it takes +5 volts as an input (some revisions do, some don't), then it too will be sacrificed by the extra voltage. The lamp driver board will usually survive though. So the moral of the story is to be very careful around the J4 CPU board connector.

Pre-Xenon Power Distribution Circuit from A2 Rectifier Board
A2 Connector To Module Function
J2-6   AC Line high
J2-7   AC Line low
J2-10   AC Line ground
 
J3-5 A3J3-6 +230 to voltage regulator
J3-18 A3J3-3 +230 return gnd
J3-16 A1J1-13 +190 return gnd
 
J3-8 A3J3-11,12 +11.9 to voltage regulator
J3-2 A3J3-10 +11.9 return gnd
J3-15 A3J3-21,22 +5 return gnd
 
J1-5,8 playfield 7.3 vac GI
J1-1,2 playfield GI return
J2-1 cabinet 7.3 vac GI
J2-5 cabinet GI return
J3-10,11 backbox 7.3 vac GI
J3-1,2 backbox GI return
 
J1-7 playfield +5.4 feature lamp bus
J1-1,2 playfield ground
J3-6 backbox +5.4 feature lamp bus
J3-3,4,14 backbox +5.4 feature lamp return gnd
 
J1-6 playfield +43 solenoid bus
J1-2 playfield ground
J2-2 cabinet +43 solenoid bus
J2-9 cabinet +43 solenoid return gnd
J3-9 A3J3-5* +43 to flipper relay
J3-12 A4J4-15 +43 zero cross to MPU
J3-13 backbox +43 solenoid bus
J3-19 backbox +43 solenoid return gnd
*via A8,J1-9,Sound module Lost World & later

Test Points.

    Rectifier Power Supply Board:
    • TP1 = +5.4 vdc (AS2518-18 version), +6.5 vdc (AS2518-49 & -54 versions) feature lamps.
    • TP2 = +230 vdc (score displays) with connector J3 attached, 150 vdc with J3 disconnected.
    • TP3 = +13 to 16.5 vdc with connector J3 disconnect, +12 to 14 vdc with J3 connected. This voltage will become the +5 regulated voltage.
    • TP4 = 5.7 to 7.3 volts AC (general illumination)
    • TP5 = +43 vdc (solenoid voltage)
    • GND = Ground

    MPU board:

    • TP1 = +4.9 to 5.2 vdc
    • TP2 = +12 to 14 vdc
    • TP3 = +21.5 vdc (comes from +43 vdc solenoid voltage). NOTE: If a -133 MPU board (with a 1N4148 diode at R113, as used on Granny and the Gators, Baby Pacman, & Grand Slam), TP3 will read about 5 volts DC.
    • TP4 = Ground
    • TP5 = +4.9 to 5.2 vdc

    Solenoid Driver/Voltage Regulator board:

    • TP1 = +4.9 to 5.2 vdc
    • TP2 = +190 vdc (but often turned down to 170 volts to increase score display life).
    • TP3 = +4.9 to 5.2 vdc
    • TP4 = +230 vdc
    • TP5 = +12 vdc to 16.5 vdc
    Note if TP2 and TP4 are both 230 vdc, then the High Voltage portion of the solenoid driver board is not working and needs to be repaired.

    Lamp Driver board:

    • TP1 = +4.9 to 5.2 vdc
    • TP2 = Ground
    • TP3 = (only on AS2519-23 version)

    Auxiliary Lamp Driver board:

    • TP1 = +4.9 to 5.2 vdc
    • TP2 = Ground

    Display Driver boards:

    • TP1 = +4.9 to 5.2 vdc
    • TP2 = +190 vdc
    • TP3 = Ground

Sound module -32
  • TP1 = +5 vdc
  • TP2 = Ground
  • TP3 = +11.9 vdc
  • TP4 = +43 vdc
  • TP5 = +43 vdc (solenoid return)

Sound module -50:

  • TP1 = +5 vdc
  • TP2 = Ground
  • TP3 = ?
  • TP4 = +43 vdc

Sound module -51:

  • TP1 = ?
  • TP2 = ?
  • TP3 = ?
  • TP4 = ?

Sound Plus module -56 (Xenon):

  • TP1 = +11.9 vdc
  • TP2 = +5 vdc
  • TP3 = Ground
  • TP4 = 0 vdc (without sound), +2.5 vdc (with sound)
  • TP5 = 2.5 vdc

Volcalizer module (used with -56 sound on Xenon):

  • TP1 = Ground
  • TP2 = +5 vdc
  • TP3 = Analog output
  • TP4 = Digital Input
  • TP5 = Speech clock
Sound Module -61 module (Squawk & Talk):
  • TP1 = Ground
  • TP2 = +5 vdc
  • TP3 = +11.5 vdc
  • TP4 = -5 vdc
  • TP5 = Speech volume control voltage
  • TP6 = Sound volume control voltage
  • TP7 = AY38912 output
  • TP8 = E
  • TP9 = TMS5100 output
  • TP10 = VMA
  • TP11 = TMS5100 clock
  • TP12 = Reset

Sound Module -81 module (Say it again Reverb, Centaur)

  • TP1 = Ground
  • TP2 =
  • TP3 =
  • TP4 =
  • TP5 =
  • TP6 =
  • TP7 =
  • TP8 =
  • TP9 =
  • TP10 =
  • TP11 = +11.9 vdc
  • TP12 = +11.9 vdc
  • TP13 = +4 to +8 vdc


1h. Getting Started: Fuse Values/Usage and Power Supply Power Distribution.

    Rectifier Board and Under-Playfield Fuses.
    Here is a list of the rectifier board fuses. This applies to all generations of Bally power supplies from 1977 to 1985, and applies to nearly all Bally games from this era (but check the specific game manual to confirm).

    • F1 = 10 amp fast-blo (CPU controlled feature lamps, pre-Xenon). For Xenon and later this is a 20 amp fast-blo.
    • F2 = 3/4 amp slo-blo (score display high voltage)
    • F3 = 4 amp fast-blo (unregulated +5 volts)
    •   F4 = 5 amp fast-blo (solenoids, if game has 2 flippers)
    •   F4 = 6 amp fast-blo (solenoids, if game has 3 flippers)
    •   F4 = 7 amp fast-blo (solenoids, if game has 4 flippers)
    • F5 = 20 amp fast-blo (general illumination lights)
    • F6 = 3 amp slo-blo (incoming 120 volts AC line power)
    • Playfield fuse: 1 amp slow-blo (mounted under the playfield by the flipper mechs)

    Connector Numbers and Explaination.
    These are the board connectors for the AS2518-18 and AS2518-49 power supply and the circuit board abbrevations. This also covers Stern power supplies (which are identical to Bally's AS2518-18 model).

    • A2 P.S. = Power Supply and Regulator board.
    • A3 S.D. = Solenoid Driver/Voltage Regulator board.
    • A4 MPU = MPU board.
    • A5 L.D. = Lamp Driver board.
    • A1 Dsp = Display Driver boards connected to the score displays.
    • A8 Snd = Sound board.

Power Distribution.

AS2518-18, -49 Power Supply Power Distribution, by Connector
A2 P.S.
Connector,
Pin#
To Module,
Connector,
Pin#
Function
J1-1
J1-2
J1-3
J1-4
J1-5
J1-6
J1-7
J1-8
J1-9 *
Playfield
Playfield
 
 
Playfield
Playfield
Playfield
Playfield
Playfield
7.3 vac Gen. Illum. return
7.3 vac Gen. Illum. return
Spare, unused
Key
7.3 vac Gen. Illum. Buss
+43 vdc Solenoid Buss
+5.4 vdc Switched Illum. Buss
7.3 vac Gen. Illum. Buss
+5.4 vdc Switched Illum. Buss
J2-1
J2-2
J2-3
J2-4
J2-5
J2-6
J2-7
J2-8
J2-9
J2-10
Cabinet
Cabinet
 
 
Cabinet
 
 
 
Cabinet
 
7.3 vac Gen. Illum. Buss
+43 vdc Solenoid Buss
Spare (unused)
Spare Ground (unused)
7.3 vac Gen. Illum. return
AC Line, high
AC Line, low
Key
Flipper Solenoid return
AC Line, ground
J3-1
J3-2
J3-3
J3-4
J3-5
J3-6
J3-7
J3-8
J3-9
J3-10
J3-11
J3-12
J3-13
J3-14
J3-15
J3-16
J3-17
J3-18
J3-19
J3-20
 
 
A5 L.D. J4-2
A5 L.D. J4-1
A3 S.D. J3-6
 
 
A3 S.D. J3-12
A3 S.D. J3-5 **
 
 
A4 MPU J4-15
A8 Snd J1-9
A5 L.D. J4-11
A3 S.D. J3-21
A3 S.D. J3-22
A3 S.D. J3-10
A3 S.D. J3-3
A3 S.D. J3-23
A3 S.D. J3-24
7.3 vac Gen. Illum. return
7.3 vac Gen. Illum. return
+5.4 vdc Switched Illum. return
+5.4 vdc Switched Illum. return
+230 vdc to voltage regulator (+190)
+5.4 vdc Switched Illum. Buss
Key
+11.9 vdc to voltage regulator (+5)
+43 vdc to Flipper Relay A3 S.D. K1
7.3 vac Gen. Illum. Buss
7.3 vac Gen. Illum. Buss
+43 vdc Zero Crossing MPU input
+43 vdc to sound board on many games
+5.4 vdc Switched Illum. return
+11.9 vdc voltage regulator (+5) return (ground)
+230 vdc voltage regulator (+190) return (ground)
+11.9 vdc voltage regulator (+5) return (ground)
+230 vdc voltage regulator (+190) return (ground)
+43 vdc solenoid return (ground)
+43 vdc solenoid return (ground)
A2 P.S.
Connector,
Pin#
To Module,
Connector,
Pin#
Function
* The J1-9 pin is only on the AS2518-49 rectifier board.
** Lost World and later, via A8 (sound module) J1-9.

    Pre-Xenon Tranformer to Rectifier Board Pinout (AC Voltage).
    On pre-Xenon games the Rectifier board is soldered directly to the transformer via wires (there is no connector to remove the rectifier board from the transformer). Sometimes these wires break, so here's the pinout. Note the transformer lugs are numbered 1 to 18. And the rectifier board solder points are number E1 to E12. The wire gauge is also included because some colors are reused on the transformer (16 gauge is thicker than 18 gauge).

    Also there may be a reason to suspect a bad transformer (frankly I have never seen this problem, but I suppose it could happen). Using the Transformer lug numbers or the Rectifier board's "E" test points documented below, the AC voltage coming from the transformer can be measured. Remember these are AC voltages; there is NO ground reference. So the meter must be connected to *both* transformer lugs or E points and the meter set to AC volts. If you want to measure the output DC voltages on the Rectifier board's Test Points TP1-TP3 and TP5, then a ground reference is used (and the meter set to DC volts).

    The transformer outputs 7.8 volts AC (CPU controlled lights), 12 volts AC (+5/12 volt board power), 7.3 volts AC (general illumination), 49 volts AC (coil power), and 180 volts AC (score displays). All these voltage except the 7.3 volts AC (general illumination) will get converted to DC voltage by the rectifier board. All AC voltages documented below show a pair of lugs (again, because there is no 'ground' for AC voltages).

    Transformer Top/Back lugs:

    • Orange 16ga Trans 13 to Rect E9: 7.8 Vac (Kiss has *two* orange wires)
    • Green 16ga Trans 14 to Rect E10: 7.8 Vac (Kiss has *two* green wires)
    • White 18ga Trans 15 to Rect E11: 12 Vac
    • White/Blk 18ga Trans 16 to Rect E12: 12 Vac
    • Blue 16ga Trans 17 to Rect E7: 7.3 Vac (two wires going to 2 holes)
    • Black 16ga Trans 18 to Rect E8: 7.3 Vac (two wires going to 2 holes)

    Transformer Top/Front lugs:

    • Red 18ga Trans 2 to Rect E3: 49 Vac
    • Trans 4 (sometimes missing): No Connection
    • White/Red 18ga Trans 6 to Rect E4: 49 Vac
    • Green 18ga Trans 8 to Rect E5: 180 Vac
    • White/Green 18ga Trans 10 to Rect E6: 180 Vac
    • Trans 12 (sometimes missing): No Connection

    Transformer Bottom/Front lugs:

    • Red 16ga Trans 1/3 to Rect E1: 120 Vac
    • Yellow 16ga Trans 9/11 to Rect E2: 180 Vac



2a. Before Turning the Game On: Check the Coil Resistance.
    A very good idea for any unknown game just purchased is to check all the coils' resistance. If the game is new to you, and you have not powered it on, a quick check of coil resistance will tell you a lot about your new game. This takes about one minute and can save you hours of repair and diagnosing work.

    Any coil that has locked on (usually due to a short solenoid driver board transistor) will heat up and have a lower total resistance. This happens because the painted enamel insulation on the coil's wire burns, causing the windings to short against each other. This will lower the coil's resistance, causing the coil to get even hotter. Within a minute or so the coil becomes a dead short, and usually blows a fuse.

    If the solenoid driver board (SDB) transistor is repaired, and the game is powered on with a dead-shorted coil, this will blow the SDB's same transistor again when the coil is fired by the game for the first time! There is no sense making more work for yourself. So take 60 seconds and check all the coils' resistance BEFORE powering the game on for the first time!

    In order to check coil resistance, put your DMM on its lowest resistance setting. Then put the DMM's red and black leads on each coil's lugs. A resistance of 2.5 ohms or greater should be seen. Anything less than 2.5 ohms, and the coil and/or driving transistor may be bad. Now remove the wire from one of the lugs of the coil, and test the coil again. If the resistance is still the same (low), the coil or diode is bad (and also perhaps the driving transistor). If the resistance is higher than 2.5 ohms, the coil is good but the solenoid driver board transistor is shorted and will need to be replaced. Lastly, the coil's 1N4004 diode could be shorted too, giving a false low coil resistance. Cut one diode leg from a coil lug and retest the coil's ohms.

    When replacing a coil with a new one, and make sure there is a 1N4004 diode installed across the coil's lugs. Remember when reconnecting the wires to the coi that the power wire (usually two wires or thicker wires) goes to the coil's lug with the BANDED side of the diode attached. The thinner wire is the coil's return path to ground via the SDB.


2b. Before Turning the Game On: Removing the MPU Battery and Fixing Corrosion.
    A battery was used on all 1977 to 1985 Bally electronic game MPU boards to keep bookkeeping, high scores, and on some games, game options. This battery was a rechargable nicad battery, and was soldered directly to the MPU board. The original battery MUST be removed (cut off) immediately, and discarded! The game will function fine without the battery in place (but we'll talk about a replacement too).

The battery section of a Bally MPU board. This battery leaked and
corroded the board (see all the green?). None of the components
too seriously seriously effected, but there is still a fair amount of
work here to fix this board.

    The nicad battery used on the MPU board have a nasty habit of leaking corrosive materials on to the MPU board, damaging it. This happens because the battery is over-charged by the MPU board, and due to age. How many 20+ year old batteries have been seen that haven't leaked?

    Corrosion DANGER Warning.
    Battery corrosion can lead its way to the J4 MPU board connector and get under the J4 connector's plastic housing. This is important to note as the J4 connector carries 43 volts to the MPU board through this connector. The smallest amount of corrosion (or other crud) under the J4 connector housing can allow the 43 volts DC to leak onto the 5 volt buss. This can cause failure of every chip on the MPU board! Because of this, lift the J4 plastic cover with a screwdriver and check for any corrosion there. An almost imperceptible amount of corrosion can allows the 43 volts to leak to the 5 volt buss.

Mild corrosion seen here. Although these components
haven't been ruined (yet!), this corrosion should at
least be neutralized with a vinegar and water wash.
Notice the solder pads have turned gray and are no
longer smooth. The 40 pin socket for the chip at the
top of the picture should also be replaced .

    In most cases the corrosion can be repaired. There can be a lot of work involved in doing this repair correctly, if the corrosion affected the electronic components and chip sockets.

    Can This Corroded MPU be Fixed?
    In my opinion, many Bally MPU boards with battery corrosion can be fixed (I'm taking this approach from a "hobbiest" point of view). Often a MPU board is sent out for repair, and is returned not repaired with a note that says, "not able to fix, too corroded". Perhaps they were right, but from my experience they should have stated, "not able to fix economically, too corroded". Remember these repair guys get paid by the hour. With new replacement MPU boards available for as low as $150, and if a repair guy gets paid $50 an hour, and he estimates it will take more than four hours to fix the board, it's just not worth it. But that doesn't stop you or me (the hobbiest) from fixing the board! After all, we work a whole lot cheaper.

    The Repair Connection has a very nice web page dedicated to fixing battery corrosion. They explain the pitfalls, and the common mistakes made when attempting this repair. Check it out at http://www.repairconnection.com/acid_damaged_mpu.htm as this is an excellent document. He often uses bead blasting for corrosion - see the note about bead blasting below.

    New Replacement MPU boards.
    New replacement MPU boards are now available from:

    Personally I like the $200 Alltek board, as it is the reasonably priced, has improved Bally diagnostics, and is DIP switch selectable for any Bally/Stern game. But the other two are also well thought out and seem very good too. And the Repair Connection has a trade in deal for their board at $150 that is hard to beat!

    Can a Small Amount of Corrosion be Bad?
    Yes! Even the smallest particle of corrosion on the MPU board or under a connector's plastic base or under the DIP switches can cause shorts. The size of these shorts is often so small that they cannot be seen even with heavy magnification. The slightest amount of corrosion can short out the switch matrix or the power inputs.

Component layout on the Bally MPU.

    Bead Blasting.
    A bead blaster is mearly a sandblaster, but instead of shooting sand, it shoots small ceramic beads. This is much gentler than sand. To bead blast a board, all the corroded electronic components should first be removed that are in the effected area. Then the board can be bead blasted (after bead blasting, the board should still be neutralized with vinegar, as discussed below). Finally, new components are installed to replace the old ones.

    Some people claim bead blasting is not a good way to remove corrosion, as it "embeds" the corrosion deep into the pores of the circuit board, making it impossible to remove at a chemical level. This may be true, but many commercial board repair establishments use this technique to remove corrosion (probably because corrosion can be removed quickly, with a very professional "look", using bead blasting). Most individuals don't have the means to bead blast, so it's not worth arguing this point here. But please keep this in mind.

    Buy a Bally Reset Section Repair Kit.
    Depending on how bad the corrosion is, many parts may need replacement. Instead of ordering all the parts separately, I suggest just buying a "Bally Battery Corrosion Repair Kit" BALLY35-BA-KIT from Ed Krzycki (gpe@cox.net). This kit includes all the resistors, capacitors, diodes, transistors and chips typically ruined by battery corrosion. For a mere $10 (plus $3.50 shipping), this kit is well worth it. See Ed's web page at members.cox.net/gpe/GPE_Kits.html for more information. If for some reason the $10 is too much money, here are the typical parts needed for

    • U8 - Static RAM type 5101, 450nS.
    • 22 Pin IC socket, machine pin type, for U8 chip replacement.
    • C1,C2 - Capacitor, 820pF, Axial Ceramic.
    • C5 - Capacitor, 4.7uF, Radial Tantalum.
    • C3,C13,C80 - Capacitor, 0.01uF, Axial Ceramic. Note C80 is sometimes mislabeled as "C30" on some Stern M-100 boards.
    • CR5,CR7 - Diode, Switching. 1N4148
    • CR8 - Light Emitting Diode, Green. Be sure to install it correctly (note the position of the flat side of the old and new LED).
    • CR44 - Diode, Rectifier. 1N4004 (or better)
    • R1,R3,R24,R28 - Resistor, 8.2K, 1/4W, 5%
    • R2 - Resistor, 120K, 1/4W, 5%
    • R11 - Resistor, 82, 2W, 5%
    • R12 - Resistor, 270, 1/4W, 5%
    • R16 - Resistor, 2K, 1/4W, 5%
    • R17 - Resistor, 150K, 1/4W, 5%
    • R29 - Resistor, 470, 1/2W, 5%
    • R107 - Resistor, 3.3K, 1/4W, 5%
    • R112 - Resistor, 1K, 1/4W, 5%
    • R134 - Resistor, 4.7K, 1/4W, 5%
    • R140 - Resistor, 20K, 1/4W, 5%
    • Q1,Q2 - Transistor, 2N3904
    • Q5 - Transistor, 2N4403
    • VR1 - Diode type 1N4738A, Zener, 8.2V (alternate for 1N9598)

    Removing the old battery and fixing corrosion.
    Here's another procedure for removing corrosion:

    • Remove the MPU board from the head box.
    • Cut the old nicad battery off the MPU board and discard.
    • If any components are damaged by the battery (look for green and/or gray!), cut them off (leaving as much of the leg in the board as possible), and discard. This includes chip sockets. Chips and transistors are affected more by corrosion than resistors and capacitors. Be more concerned with these. If Ed's reset kit was purchased above (highly recommended), remove ALL the components included in the kit from the MPU board.
    • To remove the cut off part's legs from the board, apply some new solder to the leg's solder pad. Then heat the pad and pull the cut off leg out of the board with needle nose pliers.
    • Check the connector header pins for corrosion. If they are green or gray, replace the header pins. Remove and discard any header pins that are corroded.
    • Desolder all the removed part's holes.
    • Desolder all corroded header pins.
    • Tip for desoldering corroded solder: Often solder becomes so grey/black it can't be heated and desoldered. First try adding some new solder. If that does not work, take a Dremel tool with a tiny wire wheel to the grey/black solder joints.
    • Hand sand all green/gray areas with 100 or 150 grit sandpaper. Sand all the grey oxides off the board, so the underlying solder can be melted. Sand until the copper is bright, which will allow solder to stick. If a trace is sanded through, repair it with some wire or copper solder wick (for large traces). Another method to remove extreme corrosion is to use a Dremel moto-tool with a mini wire brush. It does a neat job of stripping the corroded areas. It would even strip off the defective solder down to copper, where new solder can be flowed easily.
    • Wash the pcb with a mixture of vinegar and water (50/50) to neutralize the corrosion. Scrub with a toothbrush.
    • Rinse the washed board with clean water.
    • Rinse the board with 99% pure alcohol. This will disolve and wash away the water. Repeat this step. The alcohol will evaporate fairly quick.
    • Replace all removed components (except the battery!) Any removed chips should be replaced with good quality sockets or better yet, machine pin strips. Note any bare copper being soldered may need solder flux to get the solder to stick. Mount the new sockets slightly above the board (note this is not necessary with machine pin strips, and this is why they are highly recommended!) Then the new socket they can be soldered on *both* sides of the circuit board (very easy to do with machine pin strips). Also mount any new parts (header pins, capacitors, diodes, resistors, etc.) slightly above the board. This is absolutely necessary, as the "plated through holes" in the circuit board are most likely damaged from corrosion (or removing the corrosion). Soldering the new components on both sides of the board is required.
    • Replace any header pins that are corroded with new pins.
    • Check the connectors themselves! If the board had corrosion, the connectors pins may be corroded too! Replace the connector pins (inside their plastic housing) if any damage is seen (the pins should be clean and shiny). The board's header pin plastic base may need to be pried up (on the component side of the board) to see if corrosion is underneath it. Connectors J4 and J1 seem to be most affected by corrosion.
    • Check for corrosion around and under the DIP switches. Corrosion here can short the switch matrix lines.

Removing and Replacing Corroded Components.

    Step 1: Pry up the old socket base. If a black "open frame" socket (you can see the circuit board thru the socket frame), it will come right off easily, leaving the solder-in socket pins in the board. The brown or black closed frame sockets (Augat or other brands) will not pry up (don't even try, as these sockets will ALL need to be replaced); skip right to step number three. On the black open frame sockets be careful not to damage any traces while prying with the screwdriver tip! Once the socket base is pried up, examine the socket pins for any grey/green corrosion. If the socket pins are clean and undamaged, press the socket base back onto the pins.

A brown and a black closed frame socket.
There's no way around it, ALL these sockets will
need to be replaced on any Bally MPU board.

    Step 2: If the socket pins are grey or green, the entire socket will need to be replaced. With the socket base removed, it is easy to remove the old socket pins. The best way to do this is to heat each individual pin, and pull the pin out of the hole with needle nose pliers. It may be easier to heat the solder joints from the back (non-component) side of the board because the corrosion is usually less there, and the solder will melt better.

After prying up the open framed socket base, heat each pin
individually and pull it out with needle nose pliers.

    Step 3: Desolder the MPU board chip holes. Using a desoldering iron (Radio Shack $10), desolder the holes. It may be easier to desolder the solder joints from the back (non-component) side of the board because the corrosion is usually less there, and the solder will melt better. Sometimes new solder will need to be added to a solder joint before it can be de-soldered! Sounds silly, but it works.

    Step 4: Examine the connector header pins for corrosion. Pry up the header pin's plastic base on the component side of the board to see underneath it, and around the pins. If any corrosion is found, remove the header pins so the corrosion can be removed. Especially important is the J4 (power!) connector. But any corrosion on the MPU board connectors can cause adjacent connector pins to short together.

    Step 5: Examine the DIP switches for corrosion. Any corrosion around the DIP switches can cause these switches to short together, giving all kinds of strange switch matrix problems.

Desoldering the holes.

    Step 6: Sand the area with 100 or 150 grit sandpaper to remove any corrosion.

After the holes have been desoldered, the area is sanded clean.

    Step 7: Wash the board in a 50/50 solution of white vinegar and water (as descibed above).

    Step 8: After the board is dry, sand the corroded area again with 150 grit sandpaper.

    Step 9: Replace any damaged traces on the board. For large (thick) traces (like the ground rail surrounding the outside of the board), use desoldering braid. For small traces, use wire wrap wire. For medium traces, use stranded 24 guage wire. Use rosin soldering flux (Radio Shack) to help solder stick to copper.

    Step 10: Install machine pin strip sockets, or some other high quality socket with an OPEN base (so the traces can be seen under the socket!). Strip sockets are the best because they allow complete access to the traces around the socket. HIGHLY SUGGESTED: solder the machine pin sockets from the top of the board too (cheap sockets will not allow this). Often the plated through circuit board holes are damaged, and the only connection between the traces on the top and bottom of the board is the socket's pins. Use rosin solder flux (Radio Shack) on bare copper to get the solder to stick better.

Machine pin strip sockets. This is the best replacement
socket as it allows access to the component side traces
which would normally be covered by a conventional socket.
Note they come in strips, breakable to the number of pins
needed. Use solder flux on those bare copper traces to get
solder to stick better. Also it's a good idea to solder the
machine pin strip sockets on BOTH sides of the board.

Mounting the battery back-up capacitor.
A hole is drilled right next to the negative battery mounting
hole for the memory back-up capacitor. This is done because
the capacitor is much shorter than a battery.

    Easier Soldering Tricks.
    Often damaged copper traces are difficult to solder. Even after sanding the traces to a bright copper color, sometimes solder will not stick easily to the traces. To help with soldering, here are few tips:
    • The longer one waits to solder after sanding the traces shiney, the harder the soldering. Untreated copper will start to oxidize quickly in the air, from humidity.
    • Use rosin flux paste for easier soldering. This is available in small tubes from Radio Shack. Just apply the paste to the copper traces, and solder normally. The flux will allow new solder to stick much easier to copper board traces.

    New Battery
    To replace the original battery, add a remote three "AA" battery pack and a 1N4001 or IN5817 (better, as there is less forward voltage loss) diode. Install the diode with the banded-end connected to the pcb "+" pin, and the non-banded end connected to the positive lead of the battery pack. The diode is used so the recharging circuit doesn't try to charge the AA batteries. The game can also work with no battery. Not having a battery means that your high scores and operating audits won't be saved. Personally, I find this acceptable. But some Bally games also save game options (like sound styles), so you may need a battery in these games, or the sound options will always go back to the default setting.

Using an inexpensive four AA battery holder, a 1N4004 or 1N5817 blocking diode,
and three AA batteries as a remote battery holder for the CPU board.

Here's the new 3 AA battery pack installed in a Bally Eight Ball.

    Memory Back-Up Capacitors.
    If one insists on having a battery (can't live without those high scores!), I would recommend installing a memory back-up capacitor instead. These capacitors will charge when the game is on, and slowly discharge to keep the memory alive when the game is off. The advantage to these capacitors is they never wear out, and they won't leak corrosive materials. The best of all worlds in my opinion. Their down side is the game must be on for about one hour every month to maintain their charge (though I have heard them keeping a charge up to six months). Also, the game must be on for several hours continuously to initially charge the capacitor. These capacitors are about the size of half a single AA battery. Jameco (800-831-4242) sells 1 Farad memory caps, part# 142957, $3.95 each, $3.49 for ten or more.

    Installing the Memory Back-Up Capacitor.
    After removing the battery and addressing any board corrosion, install the memory back-up capacitor. Drill a hole for the second lead of the back-up cap, just to the side of the negative battery lead (see picture above). Then mount the cap in the board, and bend the leads to hold it in place. Solder the cap in place. On the second lead which goes throught the hole drilled, solder a two inch wire. Extend the wire to the other battery terminial hole on the MPU board. Note the minus and positive leads were not labeled on the cap I installed. There was only a black line on the cap to designate the negative lead.

    If the memory cap does not stay charged and keep scores for say a month, there are a couple things to check. First is make sure power is not getting past 1n4148 blocking diode CR5 (that is, the memory cap is only powering the 5101 RAM and not the entire board.) With the game off there should only be DC voltage on one side of this diode, not both sides. Also check the resistance of R12 (270 ohms). If this resistor goes open or is too high of a value, the memory cap will never charge. And finally the brand and type of 5101 will affect how long the game 'remembers' (for example the PCD5101P RAM works well with a memory cap).

The underside of the MPU board with the memory back-up cap installed.
Note the positive cap lead that goes through the newly drilled hole
must be jumped back to battery board solder position.

The memory back-up capacitor, installed in the MPU
board. Note the cap lead with the black lines going
to it is the negative lead.

    Check U8 RAM for Battery Voltage.
    With the new battery pack or capacitor (charged) installed and the game OFF, check the U8 5101 RAM at pin 22 for 4 to 4.6 volts (use ground for the black lead of the DMM, and U8 pin 22 for the red lead). If there is no voltage, there is a problem with the backup cap or remote battery holder, or with the traces going from the original battery solder pad to the 5101 RAM (very common since it's in the 'corrosion zone'.)


2c. Before Turning the Game On: Rebuilding the Power Supply - Blown Fuses and What Causes Them
    The Stern and pre-1981 (before Xenon) Bally power supply's rectifier board (-18 and -49) on Bally electronic games is notorious for being under-powered and troublesome. I suggest doing these power supply modifications before even turning the game on. Chances are there is a rectifier board problem anyway!

    There are three different version of the Bally electronic rectifier board. The most common is AS2518-18 (which is identical to the rectifier board used in Stern games too). This is the most troublesome design, and will require some upgrades. The least common is AS2518-49, and was only used on Kiss, Future Spa, and Space Invaders. This rectifier board also will need some upgrades. The AS2518-54 rectifier board as used in Xenon (10/80) and later is quite good, and requires no upgrades (other than possibly replacing header pins, if tarnished).

    First Check the Test Points.
    On -18 and -49 power supplies (pre-Xenon), before beginning make sure your transformer and regulator board work. Attach only connector J2 (remove connector J1 and J3). J2 brings 120 volts from the power cord to the transformer and regulator board, which allows us to check the test points for proper voltages. The best place to pick up ground is at resistor R1 or R2's , lead closest to the fuses (or on rectifier board AS2518-54, on the right side of the R1 resistor). This info applies to all three generations of rectifier boards (AS2518-18, AS2518-49, AS2518-54).

    • TP1 (on AS2518-18) = 5.4 volts DC +/- .8 volts (4.6 to 6.2 volts). Fuse F1, bridge BR1. Used to power the "switched illumination" (feature lamps).
    • TP1 (on AS2518-49 & -54) = 6.5 volts DC (5.8 to 7.2 volts). Fuse F1, voltage regulator RP1 and RP2. Used to power the "switched illumination" (feature lamps).
    • TP2 = 230 volts DC, +/- 27 volts (203 to 257 volts). Fuse F2, diodes CR1 to CR4. Used to power the score displays.
    • TP3 = 12 volts DC (11 to 16 volts). Fuse F3, bridge BR2. Used to power the regulated +5 volts DC for the game's logic circuits.
    • TP4 = 7.3 volts AC, +/- 1.0 volts (6.3 to 8.3 volts). Fuse F5. Used to power the general illumination.
    • TP5 = 43 volts DC, +/- 5.4 volts (47.6 to 48.4 volts). Fuse F4, bridge BR3. Used to power all the coils.

    If fuse F2 is blown and no high voltage at TP2, almost for certain one of the four 1N4004 diodes next to fuse F1 are shorted. Use a DMM set to the diode function and test the diodes. In one direction .4 to .6 volts should be seen, reverse the leads and null voltage should be seen. If fuse F3 is blow, suspect bridge BR2 as shorted. If fuse F5 (TP4) is blown there is a short in the general illumination circuit. If fuse F4 is blown, suspect bridge BR3 as shorted.

    -18 Fuse F1 and Test Point TP1 - CPU Controlled Lamp Power.
    If there is no DC voltage at TP1 (voltage for the CPU controlled lamps, first check the fuse holder for fuse F1. Often this fuse holder is badly tarnished and needs to be replaced with new Tin plated Beryllium Copper fuse clips (marked "BC" for Beryllium Copper). Do NOT use Tin plated Brass fuse clips for F1, as they can not handle the current required. If fuse F1 is blown, suspect bridge BR1 as shorted. Again this is very common.

The -49 rectifier board with the two VAROs (heat sinked transistor-looking
devices at the top of the picture). Picture by Steve.

    -49 Fuse F1 and Test Point TP1 - CPU Controlled Lamp Power Problems.
    The -49 power supply used on Kiss, Future Spa and Space Invaders had a more robust CPU controlled lamp circuit on the rectifier power supply board. This happened because these three games had more CPU controlled lamps than other pre-1981 games (thanks to an Auxiliary lamp driver board used in these three games). Instead of using a VJ248 8 amp bridge rectifier to convert the AC transformer voltage to DC, these games used two "Positive Center Tapped Silicon Rectifiers 30A (15A per Diode)", or "VARO Dual Diode Rectifiers". Unfortunately these are no longer available (though sometimes they can be found from NTE under part numbers NTE6200, NTE6202, NTE6206, NTE6208 or NTE6210).

    If the -49 power supply shows no voltage at TP1 and the fuse F1 is good (or keeps blowing), chances are good either one or both VARO dual rectifiers are bad. First check for the AC voltage by putting a DMM leads on the metal case of each of the two VARO rectifiers (aka E9 and E10). About 9 to 10 volts AC should be seen. If test point TP1 shows low or no DC voltage, one or both of the VAROs is bad.

    Since the dual diode VARO is no longer available, the pair can be replaced with a single modern 35 amp 200 volt wire lead bridge rectifier. This will actually give a slightly more robust rectification (35 amps versus the original 30 amps), and the modern style wire lead bridge is readily available for under $5.

    Replacing the -49 VAROs with a Single Bridge Rectifier.
    Here are the step to replace the pair of -49 VAROs with a single 35 amp bridge rectifier:

    1. Remove the two screws securing the two small 8 amp bridge rectifiers to their metal base plate.
    2. Flip the rectifier board over and remove the four nuts holding the VARO rectifier in place.
    3. Remove as much solder as possible from the two VARO leads and discard the two original VARO rectifier.

The fuse side of the -49 rectifier board with the two VAROs removed.
Picture by Steve.

    1. On the fuse side of the rectifier board, label the VARO pads with a Sharpie to avoid confusion.

Labeling the fuse side of the -49 rectifier board with the two VAROs removed.

    1. Put about 1/2" of 1/8" heat shrink tubing over the *UPPER* AC wire of the bride rectifier. Lay a new wire lead 35 amp 200 volt (or higher) bridge rectifer on the fuse side of the rectifier as shown in the picture below (see picture below). IMPORTANT: notice the orientation of the offset "+" lead of the bridge.

      On the back (solder) side of the rectifier board, attach a piece of wire from the heat-shrunk AC bridge lead over to the far AC board solder point. Solder the other AC lead and the Pos and Neg leads of the bridge (see picture below).

Mounting the new wire lead 35 amp bridge rectifier on the -49 rectifier board.
BEFORE soldering it in place, put some heat shrink tubing over the UPPER *AC*
lead of the bridge rectifier. Also note the orientation of the "offset"
(the + lead) of the bridge rectifier.

Solder side of the -49 rectifier board showing the heat shrunk AC bridge lead.
Notice how its jumpered to the far rectifier board AC solder point.

    1. Bolt a heat sink on the top side of the new bridge. This is required and it is important, do not skip this step.
    2. Bend the bridge's wire leads so they fit into the mounting holes as required.
    3. Solder the new bridge into place on the fuse side of the rectifier board.

The new wire lead 35 amp bridge rectifier solder in place on the -49 rectifier board.
Note the orientation of the "-" and "AC" bridge rectifier leads and the heat shrunk
tubing bridge lead.

The SINGLE new wire lead 35 amp bridge rectifier solder in place on the -49 rectifier
board, replacing the TWO original Varo units. The original 12 volt rectifier was also
replaced on this board (the large lower bridge).
Note a 120 volt power cord is connected to J2 pins 6,7 so the board can be
"bench tested" for the proper voltages, before installing it back in the game.
Also a circuit breaker is temporarily used for the F1 fuse. This makes testing the new
replacement bridge for the lamp matrix easier (if there's a short, you won't blow
through a bunch of costly fuses).

    The Power Cord.
    Make sure it's a three prong cord. If someone cut off the third prong, replace the cord and/or the plug. The third GREEN wire goes to the line interface filter. That's the small silver box in the bottom of the cabinet (see below).

    The Varistor.
    Known as VR1, the varistor's job is to aborb large voltage spikes. The first thing the power cord attaches to is the varistor. If the power line gets struck by lightning, the voltage spike coming down the power line can toast anything in its path. The varistor will absorb this spike and short itself, preventing damage to the game (electricity will take the shortest path of least resistance). A blown varistor is usually obvious; it will no longer look like a red disc capacitor, but will be a molten mess with two wires attached to it.

The red varistor and the line filter, as found
in the cabinet of a Bally game.

    The Line Filter.
    The line filter is the next thing connected to the power cord. It's a small silver box that prevents the game from making line noise (which could be "heard" by other products like stereos). Not much to go wrong here, but occassionally these go bad and short.

    On/Off Switch.
    Next in line is the on/off switch. These too can go bad, but it doesn't happen often. Just before the on/off switch is a service outlet. It's always on, whether the game is switched off or on.

Left: AS2518-18 Power supply as used in most Bally games until 1981.
Stern also used a design identical to this one.
Right: AS2518-49 Power supply as used in Kiss, Future Spa, and Space
Invaders. Notice the two big heat sinked, metal cased voltage regulators.
These don't exist on the AS2518-18 power supply. The AS2518-49 power
supply board is exactly like the AS2518-18 board, except for the removal
of BR1, which is replaced by these two heat sinked voltage regulators.
Also the -49 added one pin to connector J1 (to double up the switch
illumination feature lamp line).

   

    The Rectifier Board.
    The rectifier board takes AC voltage from the transformer and converts it to unfiltered DC voltage. Bally used three different rectifier board in thier games from 1977 to 1985. The part number is silk screened right on the printed circuit board.
    • AS2518-18 (used from 1977 until 1981, except in Kiss, Future Spa and Space Invaders).
    • AS2518-49 (used only in Kiss, Future Spa and Space Invaders).
    • AS2518-54 (used in Xenon and later).

    Prior to Xenon (late 1980), the actual power supply is in the backbox (head) of the game. It's usually located in the lower right corner (as facing the game). It comprises a large transformer, a silver platform, and a smallish printed circuit board known as the rectifier board. Most of the game fuses are located on the rectifier board (there is usually at least one playfield fuse too).

AS2518-54 Power Supply module, located in the lower
cabinet, as used starting in 1981.

    Differences between -54 and -132 Power Modules.
    The -54 power module was used starting with Xenon. The -132 power module was used on Baby Pacman and Granny and the Gators. These two power modules are largely the same with some minor changes. Like -54 uses 3 amp diodes for CR5-CR8, where -132 uses 6 amp diodes. Better heat dissipation with the 6 amp diodes, and can retrofit a -54 with 6 amp diodes at CR5-CR8. The -54 has single fuse (F5) for the GI circuit, where the -132 breaks the circuit into two strings with two fuses (F5,F6). Should still be able to use a -132 in a -54 machine. I don't suggest using a -54 in a -132 game though, as the GI circuits are heavily used in those two games - the GI circuit is used for the zero cross for the CPU controlled lamps, so blowing a GI fuse will also take out the CPU controlled lamps on Baby Pac/Granny.

    How the Power Supply Works.
    Power comes into the rectifier board from the line cord at connector J2, pins 6 and 7. It then goes to fuse F6 (3 amp slo-blo), and then to the transformer (primary). The transformer splits the voltage into five different AC voltages. Then these voltages run through their own fuse. Some of the voltages (7.8, 12, 49 volts AC) go to a 200 volt, 8 amp bridge rectifier which converts the AC voltages to DC (+5.4, +11.9, +43 volts DC respectively). The 7.3 volts AC stays AC, and powers the game's general illumination. The 173 volts AC that is used for the displays is converted to 230 volts DC by four 1N4004 diodes (CR1 to CR4).

    If there is a AS2518-49 rectifier board, this works identical to the above described AS2518-18 model. The only difference being there's no 7.8 vac and no bridge BR1. Instead, 9.2 vac comes from the transfomer, and is converted to 6.5 vdc by two heat-sinked 200 volt 30 amp voltage regulators. It works exactly the same as the previous model, and has the same pin out (except for one extra pin on J1), but has a beefier +5 volt output.

AS2518-18/-49 Power Supply connector pinouts (located in the backbox 1977-1980).
Note -49 has an extra ninth pin at J1. picture by t.callahan.

    Header Pins and Connector Pins on the Rectifier Board.
    Due to the age of these games, I can almost guarantee that the .156" connector header pins on the rectifier board are at least slightly brown (regardless of the generation of power supply used). If this is the case, these pins are acting like more like resistors than connector pins. These should be replaced with new header pins. And likewise, the female terminal pins in the connector housings should also be replaced with new Molex Trifurcon pins (only use Trifurcon pins, as they have more pin surface area, and last longer). Make sure both are replaced! Replacing only the header pins or the housing pins will make the new part brown in a short time (wasting time and money). See the Connector web page for more details on these connector pins.

    Trifurcon Connector Pins.
    Molex makes a crimp-on .156" size female terminal pin called a "trifurcon" pin (not available in the .100" pin size). This style .156" pin differs than the "normal" pin; the metal material is more heat resistant, and it has three wiper contacts instead of just one. The more contact points means the female pin "hugs" the male header pin with greater surface area. I highly recommend these. See the connector section and the connector web page for more details.

    Check Rectifier Connector J3 Pins 8,17.
    On the power supply's rectifier board, connector J3 can often be over stressed and burned. In particular, connector J3 pin 8 (orange wire, +5 volts) and J3 pin 17 (white wire with a brown trace, ground) are often burned (both of these pins go to the Voltage Regulator/Solenoid Driver board). If either of these pins are even slightly brown, both the header pins and the connector pins should be replaced. Trifurcon replacement pins are highly recommended.

    Bridge Rectifiers, Diodes, Voltage Rectifiers.
    The bridge rectifiers are one of the Bally power supply's weak links. The stock VJ248 bridges (200 volt 8 amps) are just too small to do the job. These will need to be replaced with 25 or 35 amp bridges. The bally rectifier board also uses four 1N4004 diodes CR1 to CR4 for the 173 volts AC used to power the score displays. These do essentially the same thing as a bridge. There isn't much current draw on these diodes, so they usually don't fail. But when replacing these, use 1N4007 or better diodes.

    On the AS2818-49 rectifier board, bridge BR1 is replaced with two voltage regulators. These are R712, which are 200 volt, 30 amp devices. This rectifier board design is heavier duty then the AS2818-18 model.

    • BR1 (AS2518-18 only): converts 7.8 vac to +5.5 vdc (through F1). Used for the "switched illumination" (feature lamps).
      • RP1, RP2 (AS2518-49 only): replaced BR1 (as used on AS2518-18) with two voltage regulators, which converts 9.2 vac to +6.5 vdc (through F1). Used for the "switched illumination" (feature lamps).
    • BR2: converts 12 vac to +11 to 16 volts DC (through F3). Used to created the regulated +5 volts DC to power the logic chips.
    • BR3: converts 49 vac to +43 vdc (through F4, uses a varistor too). Used to power all the game's solenoids, including the knocker (in the backbox or lower cabinet) and also goes to the sound board on many games.
    • CR1 to CR4: converts 173 vac to +230 vdc (through F2) using four 1N4004 diodes. Used to power the game's score displays.

The rectifier board as used in AS2518-18.
The bridges are mounted underneath this board.
The three phillips head screws need to be removed
to access them. The big red disc capacitor-looking
device is a varistor. Note the test points across
the top edge.

Left: The bottom side of the AS2518-18 rectifier board. Note the three
small square bridge rectifiers. These will be replaced with larger 25 or 35
amp rectifiers. The one large bridge shown above the installed three is a
replacement 35 amp bridge.
Right: The bottom side of the AS2518-49 power supply. Note the two
small square bridge rectifiers, which will be replaced with larger 25 or
35 amp rectifiers.

 

    On the AS2518-18 and AS2518-49 rectifier boards, the bridges are mounted on the back of the board, and are bolted to a large metal heat sink. This allows the bridges to run cooler. The phillips head screws on the power supply board hold the bridges to the heat sink. Remove these three screws to remove the board.

    Note that the 49 vac that is converted to 43 vdc also has a varistor mounted in it's circuit too. The varistor will short if more than about 55 volts goes through it, when will instantly blow a fuse. This is an over-voltage protection.

    Power Supply "Test Points" (TP).
    Bally rectifier boards have five "test points" where the proper output voltages can be checked. To do this, the game need to be powered on and in "attract" mode. The best place to pick up ground is at resistor R1 or R2's , lead closest to the fuses (or on rectifier board AS2518-54, on the right side of the R1 resistor). This info applies to all three generations of rectifier boards (AS2518-18, AS2518-49, AS2518-54).

    • TP1 (on AS2518-18) = 5.4 volts DC +/- .8 volts (4.6 to 6.2 volts). Fuse F1, bridge BR1. Used to power the "switched illumination" (feature lamps).
    • TP1 (on AS2518-49 & -54) = 6.5 volts DC (5.8 to 7.2 volts). Fuse F1, voltage regulator RP1 and RP2. Used to power the "switched illumination" (feature lamps).
    • TP2 = 230 volts DC, +/- 27 volts (203 to 257 volts). Fuse F2, diodes CR1 to CR4. Used to power the score displays.
    • TP3 = 12 volts DC (11 to 16 volts). Fuse F3, bridge BR2. Used to create the regulated +5 volts DC for the game's logic circuits.
    • TP4 = 7.3 volts AC, +/- 1.0 volts (6.3 to 8.3 volts). Fuse F5. Used to power the general illumination.
    • TP5 = 43 volts DC, +/- 5.4 volts (47.6 to 48.4 volts). Fuse F4, bridge BR3. Used to power all the coils.

    If getting a voltage below the above value ranges, that associated bridge rectifier is probably bad and needs to be replaced. If TP4 is out of limits, the transformer may need to be replaced! TP4 is an AC voltage that doesn't get converted to DC, and hence doesn't have a bridge rectifier.

    Check the Rectifier Board Fuse Clips (HOT fuses!).
    Often the metal clips that hold the fuses in place on the rectifier board fatigue, corrode, and turn brown in color. This can cause a bad connection with the fuse. These fuse clips need to be replaced! They have become hot and are acting like resistors, not connectors. Also these clips can fatigue and not have a good "spring" action to them. This means the clips again don't make good contact with the fuse. There is no fix for this; just replace them!

    The high amp fuses on the rectifier board show this problem the most. These fuses will get hot the quickest, and can generate a lot of heat. Once the fuse clips get hot and discolor, they must be replaced to fix this problem. Tin plated brass fuse clips work fine for low current and low voltage fuses. But for high current and/or high voltage circuits, use tin plated beryllium copper fuse clips (actually it's a good idea to just use tin plated beryllium copper fuse clips for all the fuses).

    First Upgrade: #47 Light Bulbs instead of #44.
    This "upgrade" is actually VERY important! Change ALL the playfield light bulbs from #44 to #47 bulbs. The #47 bulbs consume less power, and put less of a strain on the power supply's transformer, connectors, and bridge rectifier. Sounds ridiculous, but it's true. The difference in amperage is very small, but with 75 of these lamps, it really adds up!

    Number 47 lamps are a 150 mA (0.945 watt) lamp, where #44's are 250 mA (1.575 watts) lamp. The difference between the two lamps is 100 mA (.63 watts). If there are 75 of these bulbs, having #44's installed is like adding a 50 watt light bulb to the game. The additional power consumption uses more produces more heat and strain on the connectors and plastic game parts.

    Replacement Rectifier Boards.
    The Repair Connection (www.repairconnection.com) has a replacement rectifier board available (including for Kiss, Space Invaders and Future Spa) for games before Xenon. If fixing/updating a 1977-1980 rectifier board is not possible, this is an excellent replacement. More info on this replacement can be found at www.repairconnection.com/dualplug.htm.

    Rectifier Board Upgrades for AS2518-18 / AS2518-49 and Stern.
    If the game has a Stern or Bally AS2518-18 or AS2518-49 rectifier board (pre-1981), these upgrades need to be done. Note the Stern rectifier board is identical to Bally's AS2518-18 model. This will make the power supply more reliable. Note that after making all these upgrades, one could use an older AS2518-18 power supply in a game calling for the AS2518-49 power supply (they are pin compatible, except for an added pin to double up the switched lamps on connector J1). However the whole power supply must be switched (including the transformer), and not just the rectifier board. Not advisable to switch, but it can be done in a pinch if these modifications are made. Note female connector J1 will have on extra pin that will hang over the edge of the J1 male pins.

    1. Replace ALL the .156" header pins on the rectifier board. Chances are these header pins are brown. Even if just slightly burnt (brown), this means the pins are acting like small resistors. Replace them all with new pins. Sanding the pins and re-tinning them is only a short term fix. Sanding removes the protective plating on these pins, which means they will brown up quickly again. Just replace all the pins and be done with it. When replacing the header pins they are also being re-soldered, which solves another common problem of cracked solder joints on these pins. Also on the larger .156" connector pins (all the pins in the power supply are this size), replace the plastic connector's terminal pins with Molex .156" Trifurcon pins. See the connnector web page for more details on connector pins.

Mod 2: adding a jumper from J1 pin 5 to J3 pin 10 on the solder side. Note
the convenient plated through holes were used for the wire.

    1. On the solder side of the rectifier board, add a jumper wire from J1 pin 5, to J3 pin 10. Note there are plated through holes in the circuit board that make this mod very easy. This adds additional area for the 7.3 vac general illumination lines.

Mod 3: adding a jumper from J1 pin 6, to J3 pin 9 on the solder side.

    1. On the solder side, add a jumper from J1 pin 6, to J3 pin 9. Since there are no plated through holes here, solder the wire directly to the header pin and the circuit board trace. This adds additional area for the 43 vdc solenoid lines.
    2. On the component side, drill a 5/64" hole to the left of the header jack J1. Drill this hole exactly where shown in the picture below, which is to the left of the marking "J1". If a AS2518-18 is being modified, also drill another 5/64" hole to the left of the header jack J3. Drill this hole exactly where shown in the picture below, which is to the left and above the marking "J3". NOTE: Drilling these two holes is optional.

Mod 4 & 5: On the component side a 5/64" hole was drilled next to
the marking "J1". On rectifier board AS2518-18 (only), another
hole above and next to the "J3" marking on the board was drilled.
The drilled holes are optional (the wires can also just wrap around
the edge of the board).

    1. On the component side scrape the green solder mask off the surrounding ground trace which the hole(s) goes through. If no hole(s) were drilled, still scrape the green solder mask off the large ground trace, to the side of the header pins (where the hole(s) would have been drilled). Solder wire(s) to this trace and fed it through the drilled hole(s). If no holes were drilled, the wire can instead be fed around the edge of the board. On the solder side, solder the other end of the wire to head pins J1-1/J1-2. This adds additional area for the 7.3 vac general illumination ground lines. For AS2518-18 only, solder the second wire to pins J3 pins 1,2,3,4 on the solder side of the board. This wire add additional ground area for the lamp driver ground.

Mod 4 & 5: On the solder side, the wires go through the drilled holes (or
around the edge of the board, if the optional hole(s) are not drilled) and
soldered to their respective header pins. The J3 modification is only needed
on rectifier board AS2518-18.

    1. Desolder the three (or two, if it is a AS2518-49 rectifier board) bridges from the bottom of the rectifier board.

Mounting the larger 35 amp bridge on the component side of
the AS2518-18 rectifier board. The middle bridge must be mounted
first! Note the "notch" in the bridge (the "+" lead) is mounted
at the top. Add heat sinks to the bridges BEFORE installing them
as it's a lot easier (not shown).

    1. If it is a AS2518-18 rectifier board (with the three bridges), install a new 25 amp, 200 volt (or higher) wire lead bridge in the middle position, on top of the rectifier board (originally the bridges were soldered to the bottom of the board). Note the offset lead (and the notch) on the bridge is the "+" lead of the bridge. Install the bridge at least 1/2" off the board to allow good air flow under the bridge. Do not solder the bridge in place yet. Add heat sinks to the bridges before installing them. These were available at Radio Shack (part# 276-1363 or 276-1368) but they now seem discontinued. So it's better to get these wire lead bridges from Great Plains Electronics (GBPC3502W) or Competitive Products.

AS2518-18: Notice the "dog leg" bends in the power supply leads to
allow these larger bridges to be used. Again note the "+" lead is
mounted at the top.

AS2518-49 (as used on Kiss): The "dog leg" bends are less
prevalent here because there are only two bridges to install
on this rectifier board.

    1. Install the remaining bridge(s) (either model rectifier board). To install them, "dog leg" the bridges to get them to fit. It's Ok if the bridge's metal casing touch. Install the bridges at least 1/2" off the board to allow good air flow underneath. Do not solder the bridges in place yet.

Left: A top view of the newly installed bridges on a AS2518-18 rectifier board.
Right: A top view of the newly installed bridges on a AS2518-49 rectifier board.

 

    1. Before soldering the bridges in place, it's a good idea to bolt a heat sink to the top of the bridge. This is optional, but highly recommended (see below for more details). At minimum BR1 absolutely needs a heat sink.
    2. After all the bridges are installed, and their placement is good, solder them in. Solder the bridge leads on both the front and back sides of the rectifier board, to ensure good contact.
    3. Replace diodes CR1, CR2, CR3, CR4 with new 1N4007 diodes. Make sure to install the new diodes with the band in the same direction! These diodes are used for the high voltage (score displays), and are often heat damaged.
    4. Check that resistor R2 (25 ohms 5 watts) is not damaged. Check its value with a multi-meter. This resistor gets quite warm during operation, and can crack. Replace if a value is seen outside 23 to 27 ohms.
    5. Check that the correct fuse values are installed in the rectifier board.
    6. When installing the rectifier board back onto its plastic standoffs, note the screws and the metal heat sink plate used to bolt the bridge rectifiers to the metal case are no longer needed. These may be discarded.

Install heat sinks BEFORE soldering the bridges
in place! (it's a lot easier to do it before). I bought
my bridges, heat sinks, and heat sink compound at
Radio Shack. The heat sinks are really designed for
transistors, but they work well on the bridges too.
At minimum make sure BR1 has a heat sink.

    Installing Heat Sinks on the Bridges.
    Bridges can fail from heat fatique. Installing a heat sink increases the surface area of the bridge, allowing it to cool easier. It really is a good idea as any bridge installed will get hot. At minimum BR1 definately needs a heat sink.

    Aluminum transistor heat sinks are available at Radio Shack part #276-1363 or #276-1368. They bolt right to the top of the bridges. The 276-1368 model uses a 4-40 screw (not included). Make sure to buy some heat sink compound (Radio Shack part# 276-1372) too. This aids in the heat transfer from the bridge to the heat sink. It is required! Just spread a thin layer on the top of the bridge before bolting down the heat sink. Get one heat sink per bridge. Note it's a lot easier to install the heat sink BEFORE soldering the bridge in place.

Testing rectifier board upgrade work on
the bench. Just hook up 110 volts to connector
J2 pins 6 and 7, and the voltages can be tested
at the test points. Here we're testing TP2.

    Testing Rectifier Board Upgrade Work.
    After doing all the previous rectifier board modifications, test your work right on the bench, without installing the power supply back into the game. To do this requires only a power cord, and two alligator clip wires.

    Connect the two alligator clip wires to connector J2, pins 6 and 7 on the rectifier board. Then connect the other end of each aligator clip to a 110 volt power cord. When plugging the line cord into the wall, the power supply will be turned on. Then test the rectifier board's "test points" for proper voltages. The voltages may be slightly different than previously dicussed above, since there is no load on the power supply. No load can cause voltages to vary somewhat. Connect the black (negative) lead of a DMM multi-meter to R1 or R2's lead closest to the fuses. This is approximately the readings that should be seen:

    • Gnd (AS2518-18/-49): R1 or R2's lead closest to the fuses.
    • Gnd (AS2518-54): R1 lead on the right.
    • TP1 (AS2518-18): 6.4 volts DC.
    • TP1 (AS2518-49): 8.2 volts DC.
    • TP2 = 195 volts DC (could be as low as 150 volts).
    • TP3 = 13.5 volts DC.
    • TP4 = 7.5 volts AC.
    • TP5 = 47 volts DC.

    If the voltages seen are drastically different than the above, check your work. Also check resistors R1 (600 ohms) and R2 (25 ohms).

    Test your work with the power supply installed in the game. Just hook up connector J2 (only!), and leave J1 (playfield power) and J3 (logic board power) disconnected. Turn the game on and check the voltages as described above. Having the J1 and J3 connectors removed will isolate the power supply from the rest of the game.

    Power Supply AS2518-54 Rectifier Board Upgrades.
    The power supply changed for all games Xenon and later. Instead of a bridge to rectify 12 volts AC to +5 volts DC (though bridges are still used for the switched lamps and the solenoid voltages), four individual diodes were used. These diodes can become "leaky" (they normally run somewhat hot). This can cause AC ripple to enter the +5 volts logic circuits, which can cause the game to reset or have other intermittent problems. For games this age, these diodes should be replaced!

    The replacement diodes should be a 6A50 (6 amp, 50 volt or higher) diodes (games Eight Ball Deluxe and later were fitted with this size diodes). Higher voltage diodes can be used too, like a 6A2 or 6A200 (6 amp, 200 volt) or even 6A4 (6 amp 400 volts). Radio Shack sells a decent replacement, part number 276-1661. Also, 1N4004 or 1N4007 diodes could be used, but this is not recommended! The amp rating on 1N4004/1N4007 diodes is only 1 amp, compared to the 6 amp diodes that should be used.

Blown Fuses and What Causes Them.
    Rectifier Board Fuses.
    Here is a list of the rectifier board fuses. This applies to all generations of Bally power supplies from 1977 to 1985.
    • F1 = 10 amp fast-blo (CPU controlled feature lamps, pre-Xenon). 20 amp fast-blo for Xenon and later games.
    • F2 = 3/4 amp slo-blo (score display high voltage)
    • F3 = 4 amp fast-blo (unregulated +5 volts)
    • F4 = 5 amp fast-blo (solenoids, if game has 2 flippers)
    • F4 = 6 amp fast-blo (solenoids, if game has 3 flippers)
    • F4 = 7 amp fast-blo (solenoids, if game has 4 flippers)
    • F5 = 20 amp fast-blo (general illumination lights)
    • F6 = 3 amp slo-blo (incoming 120 volts AC line power)

    Bridge Rectifiers and Fuses That Always Blows.
    If powering on a game, and the fuse immediately blows, there's a good chance one of the bridge rectifiers is shorted. Try replacing the fuse's associated bridge. Or just do the modification listed above (which replaces the bridges with bigger models).

    • F1 - BR1 (or on AS2818-49, one or both of the voltage regulators RP1, RP2). Used to power the "switched illumination" (feature lamps).
    • F2- CR1 to CR4 (four 1N4004 diodes that act like a bridge). Used to power the score displays 190 volts. Often one of these 1N4004 diodes will short internally and cause fuse F2 to blown immediately when game is powered on.
    • F3 - BR2. Used to power the regulated +5 volts DC.
    • F4 - BR3 (check varistor on the rectifier board too, its the large red disk). Used to power the coils 43 volts. Also goes to the MPU board, Solenoid driver board, and the sound board. Very common to see a short somewhere in the 43 volt power train causing this fuse to blown at power-on.
    • F5 - no bridge. Short in the 7.3 volt AC general illumination circut.
    • F6 - no bridge. Short in the main 110 volt AC power circuit. Check the varistor and the line filter in the cabinet.

    Fuse F4 - The Playfield Solenoids Don't Work.
    First thing to check is the under the playfield fuse might be blown. Next check fuse F4 on the power supply regulator board. Also check it's fuse clip is in good condition with good tension, and is not brown. Now check TP5 (test point 5) on the power supply regulator board. A voltage of about 43 vdc should be seen. If no voltage at TP5, assume the bridge BR3 on this board is bad and replace it.

    After getting +43 vdc at TP5, then check power supply connector J1 pin 6. This brown wire goes directly to the playfield flipper coils. If there is +43 volts at the connector, but not at the brown wire on the flipper coils, there is a problem in the wiring. Here's a breakdown of where the 43 volts goes on most games:

    • Power supply J1 pin 6 goes to the flipper coils on the playfield.
    • Power supply J3 pin 9 goes to the Solenoid driver board's flipper coil relay.
    • Power supply J3 pin 12 goes to MPU board connector J4 pin 15.
    • Power supply J3 pin 13 goes to the knocker in the backbox. Note some games have the knocker in the cabinet, hence this pin is not be used on all games.
    • Power supply J3 pin 19 comes from the Solenoid driver board J3 pin 23 and is the 43 vdc solenoid return (ground).
    • Power supply J3 pin 20 comes from the Solenoid driver board J3 pin 24 and is the 43 vdc solenoid return (ground).
    • Solenoid driver board J1 pin 6 goes to the playfield flipper coils.
    • Solenoid driver board J3 pin 5 goes to the sound board J1 pin 9 on many games.

    Also note +43 volts on some games is used on the early A8 sound board (Lost World to Dolly Parton). A problem on this sound board (or a bad connector there) can cause problems. Though some sounds boards do not use the 43 volts, the wiring may still be present that brings 43 volts to the sound board. Remove the sound board connectors for testing purposes.

    If the game is not getting the 7th MPU LED flash, that means +43 volts is missing. After checking all the above, verify there is +43 vdc on the MPU board on the left (connector) side of R113. Now check the right side of R113. If no voltage there, then replace R113 (2k, 1/4 watt) and retest. If still no voltage, there may be battery corrosion damage in this area of the MPU board.

    Fuse F5 - General Illumination (G.I.) Fuse Woes.
    There isn't much to this circuit, so if fuse F5 blows, this usually means there is a shorted general illumination bulb or socket. This is never a quick or easy fix - you'll have to do quite a bit of looking and eliminating to find the problem.

    First, a good idea is to purchase a clip-on circuit breaker. Instead of replacing the F5 fuse for each test "power on", the circuit breaker can be reset and reused. This is great for G.I. problems and saves lots of money on fuses. Just clip the breaker onto the rectifier board's fuse clips with alligator test leads. A mini circuit breaker can be purchased from any lighting store.

    To issolate the G.I. problems:

    1. Remove connector J1 (playfield) and J3 (backbox) from the rectifier board, leaving J2 (cabinet wiring) connected. Power up. If fuse blows, there is a short in the main cabinet G.I. wiring (probably the coin door lamps).
    2. If fuse doesn't blow, remove connector J1 (playfield) from rectifier board, leaving J2 (cabinet) and J3 (backbox) connected. Power up. If fuse blows, there is a short in the backbox GI wiring.
    3. If fuse doesn't blow, remove connector J3 (backbox) from rectifier board, leaving J2 (cabinet) and J1 (playfield) connected. Power up. If fuse blows, there is a short in the playfield GI wiring.

    Each time plug J1/J2/J3 is removed, that part of the G.I. circuit is removed. What ever plugs are left connected are the wiring sections being tested. If the short is in the cabinet wiring, this is easy to fix. Just examine the coin door lamps. If the backbox wiring is the problem, this too is fairly easy to examine. A very common problem here is the ground braid that connects the head to the backbox. This can bunch up and touch one of the lamp sockets on the back side of the insert (display) panel (when the insert panel is closed). Unfortunately the playfield G.I. is the most troublesome section.

    Now that the offending section (playfield!) has been isolated, it is time to further isolate which strand of lamps has the problem. There are two G.I. lines in the game- red/white wires, and orange/green wires. Now find a strand (either one), and de-solder one of the lead wires to the strand (thus taking the strand out of circuit). If there is a double wire (double green, orange, red, white) on the strand, be sure to keep the double wire connected together once it's removed from the strand. This lets other strands "downstream" continue to have power. The basic idea is to disconnect a strand, power up, watch the fuse (or breaker), and repeat until you find the offending strand.

    It's never easy or quick to find a problem like this, but this is about the only way to systematically find the short without pulling out every bulb or looking at every socket/wire.


2d. Before Turning the Game On: Upgrading the Voltage Regulator/Solenoid Driver Board.
    The voltage regulator board and solenoid driver board takes the DC voltage from the power supply, and smoothes it out. It also has all the transistors that drive the solenoids.

The Solenoid Driver Board, without the clear protective sheild over the
high voltage section.

Late Stern Solenoid Driver Board. Note the nice silkscreening of what each part does.
Note Stern and Bally driver boards are interchangable.

    Replace the +12 volt Logic Filter Capacitor C23.
    After power leaves the rectifier board, it goes to the voltage regulator/solenoid driver board. There the 12 volts DC logic voltage is smoothed using a filter capacitor, known as C23. It is then regulated down to +5 volts which is the blood for the MPU board. Capacitors are partly a mechanical device that wear out with time. When "leaky" (the term used when a cap is worn out), they do not smooth the DC voltage properly. The electrolyte used in these capacitors dries out with time, usually after 10 years. When the +5 volts (which powers all the logic boards in the game) is not smooth, this can cause random and unpredictable game problems (most likely game resets randomly or during play).

Left: C23, the 12,000 mfd at 20 volt blue filter capacitor on the
voltage regulator/solenoid driver board. Believe me, it needs to be
replaced!
Right: The bottom view of the C23 filter capacitor. This is about
as bad as they get; this capacitor has developed a visible bubbled hole
in it just above the positive (red) terminal!

 

    The original C23 cap can be tested. Remove MPU J4 power connector and any sound board connectors. Power the game on. Using a DMM set to low AC volts, put the test leads on both C23 cap leads. Less than .250 volts AC should be seen. If more than .250 volts AC is seen, don't power up the MPU board with the original C23 cap installed. The theory is if more than .250 volts AC is seen, the capacitor is on it's way out, and the cap is not doing its job and must be replaced.

    Filter caps are designed to last about 10 years. So that means ALL Bally games from 1977 to 1985 should have their C23 filter capacitor replaced. Replace the filter cap with any value from 10,000 mfd to 15,000 mfd at 20 volts or higher. If the game has just two flippers, 10,000 or 12,000 mfd will work find. If the game has more than two flippers, use 15,000 mfd. "Computer grade" caps work well and are inexpensive. Snap-caps also work very well and usually less expensive. Digikey sells a nice 12,000 mfd 25 volt radial "snap cap", part number P6575-ND that works very well. They also sells a 15,000 mfd 35 volt radial snap cap capacitor, part number P6425-ND. Both caps are about the correct size and well suited for this task. I don't suggest going higher than 15,000 mfd though, because it puts unneccesary strain on the bridge rectifier from charging the capacitor when the game is turned on. On games with two flippers 12,000 mfd is just fine. But games with more than two flippers I personally like to use a 15,000 mfd cap for a replacement. Also these caps are "radial" and not "axial" style. They can be soldered directly to the solenoid driver board, but I do not recommend it. Instead, mount these new caps just like the original Bally cap, flat to the circuit board with nylon ties to secure it. Then run jumper wires from the cap leads to the circuit board. This will prevent vibration from cracking the cap's solder joints, causing the game to have intermittent problems.

    After installing the new C23 capacitor, test your work. To do this, remove connector J4 from the MPU board (this is the connector which provides power to the MPU board). Also if the game has a sound board, remove the large connector on the sound board. Power the game up, and put a DMM set to low AC volts on both leads of the new C23 capacitor. Less than .250 AC volts should be seen. Also measure +5 volts DC too at this point, with your DMM set to DC. (Black DMM lead on GND, red DMM lead on TP1 or TP3 on the Solenoid Driver Board). This voltage should be in the 4.9 to 5.3 volt DC range. Now turn the game off and replace the removed connectors. Again test the AC voltage across the C23 cap, and again less than .250 AC volts should be seen.

A replacement computer grade 15,000 mfd cap for C23. Yes it's a bit too
long, but the price was right! (The Digikey "snap caps" fit *much* better
tahn this.) It is possible to go higher in value (either MFD or volts), but
NEVER go lower! Note the replacement date was written right on the capacitor.

    Upgrading Capacitor C23 Ground.
    There is a design problem on the voltage regular and solenoid driver board's ground lines. The ground comes from the power supply to the solenoid driver board, goes through the filter cap and voltage regulator, and then leaves the board through a connector and goes back to the power supply. It then turns around and comes back from the power supply, through the connectors, and back to the solenoid driver board. This puts unnecessary strain on the board's connectors and header pins. It can also give unreliable game play.

    On newer (about 1979 and later) Voltage Regulator/Solenoid Driver boards, when looking at the solder side of the board, there's a wide ground trace that runs right below the negative plate-through hole for the C23 capacitor. For these newer Voltage Regulator/Solenoid Driver boards, on the solder side jump a piece of wire from the negative lead of capacitor C23 (the large filter cap we replaced above), to the thick trace right below it. This takes the presure off the connectors, stopping J3 pin 10 on the solenoid board from burning. This mod essentially makes a bigger ground path for the 5vdc regulator circuit.

    Early (pre-1979) Voltage Regulator/Solenoid Driver boards do not have a ground trace as conveniently located as the later boards. So for older boards, on the solder side, jump a wire from the negative lead of capacitor C23 (the large filter cap we replaced above) directly to connector J3 pins 18-22 (pins 18 to 22 are all connected together).

    NOTE: do NOT do this modification to Baby Pacman's Voltage Regulator/Solenoid Driver boards! Baby Pacman uses a unique version of these boards which is similar, but not exactly the same.

Left: On the solder side of a 1979 or later solenoid driver board,
jump a wire from the negative lead of C23 to the trace directly below it.
Right: On the component or solder side of the solenoid driver
board, jump TP1 to TP3.

 

    Upgrading High Voltage Capacitor C26 Ground.
    The ground for capacitor C26 in the high voltage circuit is also poor needs a small modification. Without the mod, C26's ground feeds through J3 pin 3, which can burn and result in loss of ground. On the solder side of the driver board, run a short wire from the negative lead of C26 to the nearby ground. This takes the stress off of connector J3 pin 3. It also ties the C26's ground to the Q23's ground and the rest of the high voltage circuit.

Updating the high voltage C26 ground on the solder side of the
solenoid driver board.

    Upgrading the Solenoid Ground Connection.
    To take the stress off the solenoid ground connector at J3 pins 23-24, run a short wire from J3 pins 23-24 to the ground foil of the solenoid driver board.

    Note that the +5 ground connection at J3 pins 18-22 and the solenoid ground connection at J3 pins 23-24 are generally *not* tie together. This is because any solenoid ground resistance could effect the +5V circuit when the solenoids fire (although I do not have any facts to back this up, it's just better to isolate the +5V circuit as much as possible). But I would note I have seen one generation of the Solenoid Driver board where infact all pin 18-24 were tied together. Yet Bally seemed to changed their mind on this issue, and again separted pin 18-22 and 23-24.

    Note on the solenoid driver board, if the 5 volt LM323 regulator does not have a good path from its metal case to ground, you'll get about 1.6V at TP1.

Three mods: This is a different generation of the solenoid driver board.
Note the long black wire from cap C23 updates its ground to J3 pins 18-22.
The short black wire (left) updates the solenoid ground from J3 pins 23-24.
And the red vertical wire ties TP1 to TP3.

Two mods: This is yet another generation of the solenoid driver board
(this one used on Stern games, SDU-100 rev C). This upgrades the grounds.

    Tie TP1 and TP3 Together: Upgrading the +5 volts.
    There is also a design problem on the voltage regular and solenoid driver board's +5 volts. Like ground, the 5 volts does a "turn around" at the solenoid driver board through the connectors. Just like the ground line, this puts unnecessary strain on the board's connectors and header pins at solenoid driver board's J3. It can give unreliable game play.

    To correct this problem, add a wire from TP1 to TP3. Jump these either on the solder or component side of the board. In the picture above, I jumped them on the component side for clarity. But jumpering on the solder side looks a bit neater. This mod helps saves connector J3 pins 13-25 on the solenoid board.

    WARNING 1: be careful and make sure you have NOT connected TP5 to TP3, instead of TP1 to TP3. TP5 is right above TP1 on the solenoid driver board, and TP5 is 12 volts unregulated from the transformer's regulator board. If TP5 is accidentally connected to TP3, this will pass 12 volts down the TP1/TP3 regulated 5 volt buss, essentially ruining chips on the MPU board at minimum, and possibly the lamp driver board score displays and solenoid driver board.

    WARNING 2: do NOT do this modification to Baby Pacman's Voltage Regulator/Solenoid Driver boards! Baby Pacman uses a unique version of these boards which is similar, but not exactly the same. Tying TP1 to TP3 will short the unregulated 12 volts to ground.

The Stern SDU-100 solenoid regulator board, with the modifications.
Although the circuit is the same, the board layout is quite different.
Shown is the jumper from TP1 to TP3, and the jumper wire from the
negative lead of C23 to ground.

    Check Voltage Regulator/Solenoid Driver board Connector J3 Pins 10-12 and 13-17.
    On the Voltage Regulator/Solenoid Driver board, connector J3 can often be over stressed and burned. In particular, connector J3 pins 10-12 (orange wire, +5 volts) and J3 pins 13-17 (white wire with a brown trace, ground) are often burned. If any of these pins are even slightly brown, both the header pins and the connector pins should be replaced. Trifurcon replacement pins are highly recommended.

    Are Solenoid Driver board AS2518-16 and AS2518-22 Interchangable?
    Yes, these two different generations of solenoid driver boards are interchangable. The differences between the two boards are minor. For example, the newer -22 version has an added 8AG 3/16 amp fuse in the high voltage voltage section.

    Transformer to Rectifier Board Wiring (Pre-Xenon).
    The wires from the transformer to the rectifer board are point-to-point soldered. Sometimes they break or burn. Or sometimes the entire rectifier board is replaced with a new one. Here's the wire colors and rectifier solder points for reference. Remember the lower the gauge number, the thicker the wire.

    • E1: Red 16gauge
    • E2: Yellow 16gauge
    • E3: Red 18gauge
    • E4: White/red 18gauge
    • E5: Green 18gauge
    • E6: White/Green 18gauge
    • E7: 2x Blues 16gauge
    • E8: 2x Blacks 16gauge
    • E9: Orange 16gauge
    • E10: Green 16gauge
    • E11: White 18gauge
    • E12: White/Black 18gauge


2e. Before Turning the Game On: Upgrading the Ground on the MPU Board.
    Bally MPU boards AS2518-17 and AS2518-35 have a very poor connection to ground. The only place that ground from the power supply is connected to logic ground is on the component side of the MPU board. This happens underneath the header pins at J4 pins 18, 19. If the MPU board has been corroded in this area, the J4 header pins can be damaged. The solder joints for the pins can be cracked on J4 from plugging and unplugging the connector, giving a bad ground connection too.

The solder side of a Bally MPU
board. The last two pins (18,19)
of connector J4 need to be jumped
to the large ground trace.

    To ensure a good ground contact, add a short insulated jumper wire on the back (solder) side of the board. This jumper should go from J4 pins 18, 19 (the last two pins on the connector) to the ground plane along the edge of the MPU board. Do this on ALL Bally MPU boards encountered, whether they have battery corrosion or not.

    Newer Games with Foil Covered Cardboard Ground in the Backbox.
    On games such as Eight Ball Deluxe (EBD), Bally used a foil covered cardboard as the ground plane in the backbox, behind the circuit boards. This can cause a couple problems. First, the cardboard can warp and short to the back of the circuit boards. Also, the foil wrapped cardboard can cause an intermittent ground to the circuit boards. The intermittent ground can cause strange problems including score displays which flicker, and flipper that work intermittently.

    To fix this, run a wire (daisy chain) to one metal bracket on each of the backbox circuit boards. Then connect this wire to a metal "real" ground in the cabinet. Also make sure the green solder mask on each circuit board is not insulating a circuit board from the metal mounting bracket.


2f. Before Turning the Game On: Pre Power-On Voltage Checks.
    If you're impatient, cheap, or both, and don't do the modifications listed above before turning the game on, please do the following pre-poweron check. Do this before powering on a unknown condition game that has been sitting for a short or long period of time.

    Remove Connector J1 and J3 from the Power Supply's Regulator Board.
    Removing connectors J1 (playfield) and J3 (backbox) from the power supply's rectifier board will disconnect all the power to the game boards. Power the game on and check the voltages at the test points on the regulator board to see if they are correct. This will prevent any damage to the boards if voltages are out of spec. If fuses are blowing on the power supply's regulator board, this also isolates them from the rest of the game. This means it could only be bad bridge rectifier(s) causing the trouble. All the following voltages can vary plus or minus by as much as 10 percent.

    • Gnd (AS2518-18/-49): R1 or R2's lead closest to the fuses.
    • Gnd (AS2518-54): R1 lead on the right.
    • TP1 (AS2518-18): 6.4 volts DC.
    • TP1 (AS2518-49): 8.2 volts DC.
    • TP2 = 195 volts DC (could be as low as 150 volts).
    • TP3 = 11 to 16 volts DC.
    • TP4 = 7.5 volts AC.
    • TP5 = 47 volts DC.

    If any of these voltages are out, rebuild the power supply as described above.

    Remove Connectors J1,J2,J5 and HV Fuse from the Solenoid Driver Board.
    and Remove Connector J4 on the MPU Board.

    After doing the above and checking the power supply rectifier board voltages, reconnect the rectifier board's J1 and J3 connectors. But remove the MPU board's J4 connector and the Solenoid Driver board's J1,J2,J5 and HV fuse. The MPU connector supplies power from the power supply to the MPU board. The solenoid driver connectors are the .156" molex connectors which provide a return path to the solenoid driver board. Removing the HV fuse doesn't allow the score displays to burn if the High Voltage power is too high.

    Now power the game on, and test the voltages to make sure they are Ok. First test the HV power at the solenoid driver board's GND and TP2 test points with a DMM. About 160 to 190 volts DC should be seen. If it is more than 190 volts, check TP4 and GND. If TP2 and TP4 are about the same voltage (around 230 volts), the high voltage section of the solenoid driver board is blown. This must be repaired *before* the HV fuse can be reinstalled. Also test all the voltages at the rectifier board again, and verify they are within range.

    Check the AC Ripple on the Solenoid Driver Board's C23 Capacitor.
    Note this particularily important if the game has an Alltek replacement CPU board. The Alltek board demands a good smooth +5 volts, which capacitory C23 helps supply. Alltek MPU boards need a cleaner +5 volts than the original Bally MPU board. (They recommend less than .20 volts AC on the 5 volt line, where on an original Bally MPU board up to .25 volts AC is acceptable).

    Before connecting the J4 power connector on the MPU board, check for AC ripple on the solenoid driver board's big C23 capacitor. This capacitor takes full wave rectified 12 volts DC from the rectifier board's bridge and makes it smooth. If this cap is bad, it will not be giving the MPU board good smooth DC voltage. To test do this:

    1. Remove power connector J4 from the MPU board.
    2. Turn the game on.
    3. Set DMM to AC volts and put the DMM leads on the solenoid driver board's C23 capacitor, measuring the AC "ripple" voltage.
    4. If .250 volts AC or more is seen, STOP and replace C23 cap. (Don't power up the MPU board with this bad C23 cap.)
    5. Measure +5 volts DC, again with MPU J4 connector removed:
      • DMM set to DC. Put black DMM lead on GND, red DMM lead on TP1 or TP3 on the Solenoid Driver Board.
      • Voltage should be in the 4.9 to 5.3 volt DC range. If outside this range STOP. (Don't power up the MPU board with bad +5 volts.)
    6. If .250 volts AC or less is seen in step #3 above and the +5 volts DC is good, re-measure the AC ripple with power to the MPU board:
      • Power game off.
      • Replace MPU connector J4.
      • Power On.
      • Re-measure the AC using the DMM: put the DMM leads on the solenoid driver board's C23 capacitor.
      • Again .250 volts AC or less should be seen.

    AC voltage of less than .250 volts AC should be seen in the tests above. Note we test the C23 cap first without power to the MPU board (so not to ruin the MPU board if there is a problem with the +5 volts). Then we re-measure the AC ripple again with power to the MPU board (that is, under "load", which gives a better indication of real-world conditions.) If any more than .250 volts AC is seen then C23 is not doing its job and needs to be replaced. Though up to .250 volts AC is probably OK for most situations, really any capacitor showing more than .200 volts AC is on the way out and should be replaceed. If the game has an Alltek MPU board, .200 volts AC is the maximum (the Alltek is much more sensitive to AC ripple).

    Also the +5 volts DC should be in the 4.9 to 5.3 volt DC range. If it's outside of this range, fix that problem before going any further. Damage to to the MPU board can results if the +5 volts is not in this range (and if there's too much AC ripple).

    Remember electrolytic capacitors usually only last about 10 years - after this the electrolyte dries up and the capacitor does not do its job. The replacement procedure is described above. Though the original cap is about 11,000 mfd at 20 volts, any value can be used from 10,000 mfd to 18,000 mfd at 20 volts or greater. The important part is the capacitor is new. The actually MFD rating is less important (as long as it is in the 10,000 to 18,000 mfd range). Personally I use 12,000 mfd on games with two flippers, and 15,000 mfd on games with more than two flippers.

    Cut the MPU's Battery off the Board!
    If the MPU's battery hasn't already started to leak and corrode the board, consider yourself lucky! Cut that old MPU battery off the board and throw it away. You'll be saving tons of work down the road. The game will work fine without the battery (note some games will default to a different sound pattern, which is held in battery-powered memory). Then later a remote battery holder or a battery back-up capacitor can be installed.


2g. Before Turning the Game On: Connectors.

    Inspect the Connectors.
    Connectors are a major problem on any older pinball game, including 1977 to 1985 Bally games. Inspect all connectors for signs of heat damage. If any burnt connectors are found, replace BOTH the board header pins, AND the connector pins. Replace with the same crimp-on variety pins. Don't replace just the header pins or the connector pins. BOTH must be replaced! Otherwise the new part will quickly become tarnished and ruined by the resistance and heat created by the old part.

    The connectors ruined most often are those on pre-Xenon Bally and all Stern games on the transformer's rectifier board. Often the long 20 pin .156" connector J3 is badly tarnished or even burned, especially at pin 8 (orange wire). Because of this it is a good idea to have a 20 pin .156" connector housing handy and some Trifurcon terminal pins. Also look at the solenoid driver board's J3 connector (a .100" style connector). The orange wire in particular at J3 pin 12 likes to burn. Have a 25 pin .100" connector housing handy for this connector, along with some .100" terminal pins. If the connectors are IDC (Insulation Displacement) style the housing will need to be replaced if any terminal pin is replaced.

A crimping tool (top), two different types of pins (left),
and a new connector housing and male pins. Note the connector
pins; the far left two pins are the crimp-on, single wiper type. The
two pins on the right are insulation displacement pins, but with
two wipers. It's ideal to use the crimp-on style pin, but with
two wipers (not shown).

    Connector Pins (Trifurcon type).
    Molex makes a crimp-on .156" size female terminal pin called a "trifurcon" pin (not available in the .100" pin size). This style .156" pin differs from the "normal" pin; it has three wiper contacts instead of just one. The more contact points means the female pin "hugs" the male header pin with greater surface area. These are highly recommended. The specs for these pins can be viewed at http://www.molex.com/product/pcb/6838.html. Compares these to the "normal" connector pin specs at http://www.molex.com/product/pcb/2478.html.

    Note Molex sells these pins in "strips" or on a "reel". Do NOT buy connector pins this way! Always buy them in separated. It's just too difficult to cut them when they are in strips (sharp scissors do work pretty good for cutting them though). If a good job cutting them is not done, the pins will not insert into their plastic housing correctly. Also always get the tin plated version, NOT the gold plated pins.

    • .156" Trifurcon pins (three wipers): Molex part# 08-52-0113 (tin plated phosphor bronze, highly suggested) or 08-50-0189 (tin plated brass), for 18 to 20 guage wire.
    • .100" pins: Molex part# 08-52-0123 (phosphor bronze, recommended) or 08-50-0114 (brass).

    Board Mounted Header Pins.
    These are available in several styles. Get the most number of pins available, and cut the header to the size needed. They also come with a "lock" and without a lock. The lock variety is what will be used the most, but either will work.

    • .156" header pins with lock (24 pins), part# 26-48-1245.
    • .156" header pins with no lock (24 pins), part# 26-48-1241.
    • .100" header pins with lock (12 pins), part# 22-23-2121.
    • .100" header pins with no lock (12 pins), part# 22-03-2121.

    Connector Housings.
    Sometimes the plastic connector housing will need to be replaced too if it is burnt, in addition to the pins within the housing. Get the most number of pins available, and cut the connector to the size needed. Remember though, the connector housing does not influnce how well the connectors actually work. For the .156" connectors get a 20 pin housing, as this is the largest used in these Bally games (the 20 pin connector on the power supply rectifier board J3 often burns). Larger housings can be easily cut to smaller sizes too. Sometimes the 25 pin solenoid driver board J3 connector will is an IDC (Insulation Displacement) style, and a new .100" 25 pin housing may be needed.

    • .156" white housings (20 pins), part# 09-50-3201 (Mouser).
    • .100" white housings (12 pins), part# 22-01-3127 (Mouser).
    • .100" white housings (25 pins), part# 22-01-3257 (Great Plains Electronics).

    Polarized Pegs.
    A polarized peg is a small nylon plug that go into the connector housing so the housing is "keyed" (plugging it into the wrong board header pin connector is impossible). It is highly recommended to use these when replacing a connector housing. Mouser sells these.

    • .156" polarized peg, part# 15-04-0219.
    • .100" polarized peg, part# 15-04-9209.

    What Connectors Pins are Needed?
    Both .100" and .156" connectors are used in Bally/Stern games. The larger .156" connectors are used on the power supply rectifier board (commonly burnt), solenoid driver board, sound board, and score displays. The smaller .100" connectors are used on the MPU board, Lamp driver board, and the Solenoid driver board.


2h. Before Turning the Game On: Setting Free Play.
    Checked out the dip switch settings on your 1977 to 1985 Bally or Stern game, and one will notice there is no provision for free play on these games. The best that can be done via the DIP switches is to set the first replay to 10,000 points. Then every game the player will probably get at least 10,000 point, so a free credit should be earned with every game. That is about the easiest advice for making these games "free play".

    The only other DIP switch solution to free play is to have the MPU board jumpered for 2732 EPROMs and to burn a new U6 EPROM. Download the file bly2732.zip file and there are modified U6 files named "720Fxxxx.U6" (where "xxxx" varies for the game needed) for all the Bally games. This U6 EPROM file will allow free play using DIP switches 17 and 18 (on=freeplay).

    There is another solution though without having to put quarters in the game. This procedure outlines how to make the start button also work as a credit button too. When the start button is pressed, it automatically adds a credit, then starts the game (thus removing the just added credit). To do this double up the credit leaf switch with another leaf switch, which will add the credits.

    Parts Needed:

    • An old leaf switch.
    • Fish paper.
    • Some wire.

    Procedure:

    • Set game dip switches so that at least one coin switch is set to one coin/one game (1/1). Set the replay level to a "normal" (factory default) amount. Set the maximum credits to as high as they will go.
    • Remove the existing start leaf switch from the inside of the coin door by removing the two screws.
    • Unstack the stacked leaf switch and add the additional (two contact) leaf switch. Some of the spacers will probably need to be removed to do this.
    • Make sure there's some "fish paper" (insulating paper) between the two switches so they do not touch (short) when the button is pressed! Also make sure the last leaf doesn't touch the metal backing plate (this can cause a bunch of strange and weird operational problems!).
    • Re-assemble the leaf switch and install back into the coin door.
    • Make sure the newly added switch is activated first, before the start switch is activated.
    • Attach the two leads of the new leaf switch to the coin switch adjusted in the first step.

    Now when the start button is pressed, a credit will first be added, and then the game will start and remove the just-added credit. This works especially great if there is no battery installed (hence unused credits are lost when the game is powered off). Otherwise additional unused credits will pile up from matches and replays, until the maximum credit limit is reached. If this is a problem, the match and replay can be disabled options via the dip switches.



* Go to the Bally Repair Guide Part 2
* Go to the Bally Repair Guide Part 3
* Go to the Pin Fix-It Index
* Go to Marvin's Marvelous Mechanical Museum at http://marvin3m.com