Quoted from JethroP:Here's an interesting observation. On the bench after the 6th flash, I was going to short top of R17 to R23 to "trick" the 7th flash. What I noticed was that just touching one end of my jumper probe to the top of R17 (the other end not touching anything) that I got the 7th flash.
I've seen the same thing. With the MPU board out of circuit it doesn't take much noise on that point to trigger the zero crossing detector.
Question is when you did this, does the board reboot after that 7th flash? Does the LED go dim?
Can you measure the frequency out of the 555 timer (pin 3 of U12)?
Essentially it sounds like you're getting stack overflow/corruption of the RAM at U7 either because of bad address line connections to it, or the display interrupt generator running at too high a speed causing the RAM stack to overflow after the 7th LED flash and the game begins initialisation.
FYI, the RAM test on power up only tests that data read was the same as data written. It does not test that data was written/read to/from the expected RAM address. So the RAM test can pass even with a disconnected address line at the RAM chip. U7 RAM is barely used until the 7th LED flash occurs after which the game populates RAM with system/game data and corruption can cause crash/reboot behavior.