You need to figure out if the problem is the boards or the wiring/playfield.
Do the trick of removing 2J2 and 2J3 from the driver headers. Take a diode and a test lead or jumper wire.
With the game on and in switch test mode, nothing should register as nothing is connected. As above, diode band points towards the column (2J2). Touch the diode /wire between the pin for row1 and the pin for col1. That’s the plumb bob tilt,
Strangely both #1 drives are located on pin9 of the connector. Trap for the uninitiated.
You should get one switch indicted closed in the diag. If all switches fire in the row, for any one ‘jumper touch’ the fault is on the MPU/driver. If only sw1 fires, that’s the correct result.
Just remember that on connectors 2J2 and 2J3 that pin1 is column or row8, and pin 9 is column or row1 (kind of opposite what you might expect). Also check the manual for the maximum switch number used in the game, some game switch diags won’t register switches beyond the max game switch. I think firepower will do the whole switch matrix. All modern games do the whole matrix and just say ‘not used’. But on early games the software was new-ish and there was very limited space to write code for the ‘flipper roms’ (system code).
While there, work backwards on the row pins on 2J3 and you should get 1 switch closure per touch. Then move to col2 and do every pin for the rows again. It’s easy to check the whole board switch-matrix this way.
You should *never* have more than 1 switch detected closed per pin-pair.
If you do- it’s a board fault. Maybe a 7406 or more likely the 4049 IC5. Or the PIA. I can’t be sure, but a logic probe would narrow it down, as would swapping PIAs.
Here’s a list I hope you don’t need:-
2J2 pins 1-3,5 (Columns 5-8 switch drives): IC18 (7406)
2J2 pins 9-6 (Columns 1-4 switch drives): IC17 (7406)
2J3 pins 1,3-5 (Rows 5-8 switch inputs): IC16 (4049)
2J3 pins 9-6 (Rows 1-4 switch inputs): IC15 (4049)
And we’re back to the beginning of the thread where you disconnect the switches at 2J2 and 2J3 and use a logic probe to work backwards and see whats’s happening.
So lets say the MPU/Driver switch test checks out 100%. Then we’re back to a fault only on the playfield/wiring. Which would be good, because it is possible to have both.
What can happen is you have a fault like a lane change switch (in the switch matrix) touching +50v for the coil. This is a very common firepower problem. It blows a chip on the driver board. You replace the boards and switch on the game, and it blows that new driver board too. You need to check there isn’t a voltage at the plumb bob tilt (ball roll tilt or credit button,etc..) any of the row1 switches with 2J2 and 2J3 *disconnected* and the game on, to avoid this situation.
If you do have a voltage something is mis-wired on row1 or a wire is pinched in the coin door to power.
Seeing some voltage with 2J2 and 2J3 connected and the game on is normal. But they all should be nominal and match in level for the most part. An abnormal voltage reading points to a problem for that row/col pin. With a logic probe that LED is way to bright compared to the others. But I prefer a DMM on a 20v setting for example as I don’t want to blow a logic probe. I usually only use a logic probe on the bench, where I know my MPU/Driver PSU only puts out 12v and 5v DC.
Actually I do have 2 cheap logic probes just in case. But be careful is all I’m saying.
You can just take out the plumb bob tilt / switch / diode from the game (for home use) and tape off the wires to get it working. And then figure out what it was, once you get the row working. I’m hoping it’s diodes and wiring. That’s cheap to fix, it just takes time. Board repair is a whole other subject.