(Topic ID: 319562)

Hacked GILLIGANS ISLAND help!

By Scullymcgee

1 year ago


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There are 120 posts in this topic. You are on page 1 of 3.
#1 1 year ago

ok expert pinsiders.. just picked up a reimported gilligans island and the driver board has a lot of hacks on it and I don’t know where to begin.. I’ve taken lots of pics
Was wondering a few things:
-What am I looking at?
-Is the driver board worth having repaired or should I just punt and replace it.
-other than the connector hack done by the burnt connectors, what are the other wires and jumpers soldered onto the board?

History:
This game was off eBay 20 years ago or more and has been is storage for over 10.
It’s in decent shape other than being very dirty and needs a good shop job.
Seems to play decent except the ball trough kicker doesn’t engage is play or test mode( I’m sure it’s a driver board issue)

I see that the wires were soldered directly to the pins and another connecter is burned so those are obvious issues.
But other than that I’m overwhelmed at what I see.. including the gold capacitor? in the wiring harness.
Q84 transitor looks burned but has a weird wire hack coming from it
Any help to get me started or if I need to just replace would be appreciated..
Since this is a hack job that’s been done not sure and need expert opinions.
If need more pics to help diagnose please lmk
Thanks in advance
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#2 1 year ago

If you've not worked on a WPC driver board before, that's probably NOT the one to start learning. Having said that, I would at least FIRST repair/ADD a connector where those pins are directly soldered to the board so you can remove it whenever you need. Make sure you use a Molex connector+pins and NOT "IDC" pins.

When the connector is replaced, power it back up to confirm your work. Even if you buy a new board, you will need to add that connector.

Once the driver boards is out of the game, take some clear pictures of the front and back "additions" so we can see it all better. (Looks like someone added a fuse to bypass one on the board, added a cap, and added a resistor to the 12VDC test point. Those later two things were probably added to address the famous "reset" issues that plague these boards...) The blue wire on the upper right, is a ground wire... I can't tell where it goes, possibly the added "gold" capacitor? (Also, the 12VDC voltage may have been altered with that large ceramic resistor added to the test point...)

There is bound to be more fun things hidden on the back of this board! If it's working and I owned it, I would address the things hanging off of it and use it but, I am very knowledgeable about these boards.

If you venture to Cincy at all, I am sure I can get the board straightened out... that is, if you can bring it to me. It may be a challenge just for you to get the proper connectors in place and get the board out of the game!

#3 1 year ago

Wish you were closer. I enjoy working on things like this.

The board doesn't look too far gone, but whether or not it is worth repairing will likely depend on your ability to work on boards. There is likely $10 to $15 worth of parts on there that need to replaced, as well as some general cleanup and running some jumpers. If you have experience and can confidently handle through-hole component replacement, then I would repair the board. If you don't, then it is probably just best to source a replacement board, because the cost to repair that from a reputable person will likely approach or exceed the cost of a replacement board. Also, whatever you do, don't dispose of the old board. The next owner may have the skills to repair it, or you may be able to sell it for a small amount to somebody that is interested in repairing it.

The cap that was added is comically bad. It looks like it was added to be in parallel with the cap that is used to filter the supply that is used to generate the regulated 5V. Tacking a cap on with ~12 inches of wire increases parasitic inductance and somewhat nullifies the capacitance. Get rid of that and repair the rectifier + filter cap properly.

Regardless of what route you choose, you need to replace the connector on J115. It also looks like J120/J121 will need to have the connectors replaced as well.

Finally, the wires run to J115 are suspicious. They don't match the normal GI wires from the transformer (yellow and yellow/white for that era). You'll want to trace where those brown and blue wires go and properly fix the factory wiring.

#4 1 year ago

Thanks for all the replies so far!
So if I end up getting a replacement board, I would obviously replace the missing connector and the burned one… but what about the other random wires run and soldered to the board.. would I have to resolder those to the new board?

#5 1 year ago
Quoted from Scullymcgee:

Thanks for all the replies so far!
So if I end up getting a replacement board, I would obviously replace the missing connector and the burned one… but what about the other random wires run and soldered to the board.. would I have to resolder those to the new board?

No, the goal is to eliminate those. You DEFINATELY don’t need that extra cap and ceramic resistor on a new board. Get the board removable but still working and then replace it. You are going to need to elaborate with more pics if there are hidden wires holding the board into the game after you add the connectors that are missing.

#6 1 year ago

Yeah the only two I notice so far are the ones circled in the pic … the blue one was mentioned as a ground and the red one I wasn’t sure.

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#7 1 year ago

Also noticed this wire had been cut( see below) it that where the red wire that’s soldered directly to the board should go?

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#8 1 year ago

I'm sure this board is repairable but way over your head (as you seem to be new at this). Much of the boardwork requires knowledge and good tools, going in unexperienced will only make it worse as you risk damage the board or the rest of the machine if done bad.

Make it easy for yourself and just replace it with a brand new board and play the game happily. Then sell the old board as a project board or for spare parts to recover some of the costs of the new.

I'm all for learning to do repairs yourself but there are multiple problems with this card and probably even more shenanigans on the backside that you haven't even discovered yet, so I'd say it will be too much problems to tackle at once when unexperienced.

#9 1 year ago
Quoted from Lhyrgoif:

I'm sure this board is repairable but way over your head (as you seem to be new at this). Much of the boardwork requires knowledge and good tools, going in unexperienced will only make it worse as you risk damage the board or the rest of the machine if done bad.
Make it easy for yourself and just replace it with a brand new board and play the game happily. Then sell the old board as a project board or for spare parts to recover some of the costs of the new.
I'm all for learning to do repairs yourself but there are multiple problems with this card and probably even more shenanigans on the backside that you haven't even discovered yet, so I'd say it will be too much problems to tackle at once when unexperienced.

I totally agree with your assessment .. I know my way around a “normal” board and I’m comfortable changing transistors, headers, connectors.. etc… but with this “hack” I just didn’t know what I was looking at and since wires were directly soldered to the board I didn’t know if replacing it with a new board would cause issues elsewhere

#10 1 year ago

Got the board out and got better pics.. man those pins are brutally hacked.. but other than that the board looks pretty clean(I think).
Still some confusion of where the wires I removed from the top left will need to go on the new board as they were soldered direct..(see pics below)
I did order a new board and will be selling this one… game played and functioned fine( except the ball kick out ) so the board itself may be easily repaired if anyone is interested in making a fair offer.

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#11 1 year ago

Here is the board once removed:

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#12 1 year ago

Those last pics, where does that phone? Wire end up inside the game? I’m guessing it’s tied in to something else that is not required by the driver board but not certain.

Also, make sure you refer back to a picture so you know where the wires go for that connector you need to build.

#13 1 year ago
Quoted from snyper2099:

Those last pics, where does that phone? Wire end up inside the game? I’m guessing it’s tied in to something else that is not required by the driver board but not certain.
Also, make sure you refer back to a picture so you know where the wires go for that connector you need to build.

I just ordered a new J115 harness because the wires were cut so short that they had added wires to it to lengthen it.. was just easier to get a harness cheap and not worry about it.
That last wire you were referring to.. IDK.. it was attached to the rectifier and soldered to the driver board at the top left of the board

#14 1 year ago
Quoted from Scullymcgee:

That last wire you were referring to.. IDK.. it was attached to the rectifier and soldered to the driver board at the top left of the board

I know that. I meant where do the wires that are still left in the game go?

#15 1 year ago
Quoted from snyper2099:

I know that. I meant where do the wires that are still left in the game go?

I’m not sure yet.. hadn’t traced it back

#16 1 year ago
Quoted from Scullymcgee:

I’m not sure yet.. hadn’t traced it back

Alright. That answer will determine if you still need it. My wild guess is you will not.

#17 1 year ago
Quoted from snyper2099:

Alright. That answer will determine if you still need it. My wild guess is you will not.

Well found out where the infamous “phone cord” that was attached to the upper part of the board went to… under the playfield to the ramp coil. Any advice on where to go from here?

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#18 1 year ago

Incorrect. Those wires are going to the switch... not the coil.

Remove it and throw it away. Those existing switch wires travel to the MPU. Besides, you can always address a switch matrix wire from under the playfield... No need to ever run a jumper wire, unless the last one in the chain is broken.

#19 1 year ago
Quoted from snyper2099:

Incorrect. Those wires are going to the switch... not the coil.
Remove it and throw it away. Those existing switch wires travel to the MPU. Besides, you can always address a switch matrix wire from under the playfield... No need to ever run a jumper wire, unless the last one in the chain is broken.

Yup,you are right.. I see that now. Any idea why they would run wires from the switch to the board?

#20 1 year ago
Quoted from Scullymcgee:

Yup,you are right.. I see that now. Any idea why they would run wires from the switch to the board?

Because they were ignorant and did not know how to diagnose and repair problems the correct way. Instead, they added unnecessary crap that probably caused more harm than good.

#21 1 year ago
Quoted from snyper2099:

Um, because they were ignorant and did not know how to repair the problem the correct way.

Lol, yeah I get that.. just wondering what the problem was that he hacked it that way.. guess I’ll find out once the new board comes in this week

#22 1 year ago

Lol. I love a good hack job. I always just consult the schematics. If the hacks work, I leave them. If they are crap (which much of these look to be) I fix them. This board def looks fixable. Don't be intimidated. You can easily do it!

#23 1 year ago

These hacks and wiring look easy enough to fix.

#24 1 year ago

Got the new board in and connectors rebuilt..
Everything seems to work good except the trough kicker (previous owner had a pull wire to kick the ball out).. it doesn’t work in test mode so would it be safe to say that the solenoid is bad?
Also another question.. took some pics under the playfield and a couple of things under there look unfamiliar.. any ideas what the board and Cube relay could be for? Anything else look suspicious or hacked?

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#25 1 year ago
Quoted from Scullymcgee:

except the trough kicker

That is under the apron. I think have to remove the apron to see if there is a wire broken to the coil. Coil may even be measuring open. Trough outhole switch even registers? Has voltage on both solder tabs of the outhole coil? That will tell you if the coil is good, if you do have 70v on both coil tabs.

#26 1 year ago
Quoted from PinballManiac40:

That is under the apron. I think have to remove the apron to see if there is a wire broken to the coil. Coil may even be measuring open. Trough outhole switch even registers? Has voltage on both solder tabs of the outhole coil? That will tell you if the coil is good, if you do have 70v on both coil tabs.

No, the outhole kicker you are referring to in your post MUST be working in this game if the balls are getting to the trough area solenoid.

If the solenoid shown (trough) is not working in test mode, you could first check for DC voltage at both lugs of the coil... BLK lead of meter on ground braid, red lead on each lug.

BUT, I just noticed you are missing the BRN-RED grounding wire on the coil!

See where it's cut in your pic? That's why it's not firing. That wire needs to go to... (looking it up) J127 - PIN 3 on your new driver board ---> (the associated driver board transistor is Q56 for future reference)

[see picture in manual]

If you can't find that wire in the bottom of the cabinet somewhere, just run a new one, and attach it to wherever it's cut up in the harness.
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That board+relay in the side of your cabinet look like a retrofit "solid state flipper driver board upgrade solution" of some sort. It's likely running the flippers in your game. I would leave it for now. Converting it back to factory would be some work and might require a more experienced tech. Besides, the install looks fairly clean.

#27 1 year ago

There is some wild stuff in there!

It looks like they removed the EOS switches and three lug flipper coils that have high/low power windings, and replaced it with a single winding coil. You'll need the proper flipper coils and EOS switches for this game to make it play properly and avoid burning up the coils that are currently in there.

The board mounted in the cabinet is not very clear. It looks like it has tapped into some of the coin door buttons (orange/violet and orange/grey), which would be the up and enter buttons. It also has a number of drive transistors on it. I'm thinking that this is for some kind of multi-currency coin door, but I can't understand why they have tapped into the coin door buttons. In any case, this board and all of the associated wiring should probably just be removed.

The relay on the playfield is also strange. It looks like it is connected to multiple parts of the switch matrix (white/brown, white/red, green/blue, and maybe one more). These would for the Island Entrance and Ramp Status switches. Given the hack that you showed where there was a wire run from the driver board to a switch on a coil, I'm guessing that this is somebody's crude attempt to trigger the Ramp Status switch when the Ramp Up Coil fires. The switch is designed to be constantly closed when the ramp is up, so the single pulse to the coil to latch the ramp is not going to achieve the desired effect. Again, this is another hack and should be removed and the ramp status switch should be properly fixed.

Based on the electrical tape that I see in the background of a few of your pictures, I suspect you are in for more surprises are you work your way through this machine. The bottom line, though, is that the games worked as intended when they rolled off the production line. Given that, any devices or wires that look out of place should almost certainly be removed. The manual will be your friend here, since all of the correct* wire colors will be in there.

*: Some manuals have errors. If you find a wire that is part of a loom that looks factory, but doesn't match the wire color in the manual, err on the side of it being an error in the manual.

#28 1 year ago
Quoted from snyper2099:

That board+relay in the side of your cabinet look like a retrofit "solid state flipper driver board upgrade solution" of some sort. It's likely running the flippers in your game. I would leave it for now. Converting it back to factory would be some work and might require a more experienced tech. Besides, the install looks fairly clean.

Good eye! I missed the red and brown wires going from that board to both of the flipper coils. Definitely agree that this is being used for the flippers now! The orange/violet and orange/grey wires are indeed the flipper grounds that run to the flipper buttons, so you nailed this one!

I would still personally remove all of this and put in the proper coils and EOS switches, but I guess the OP can decide what is best for his skill level.

#29 1 year ago

Yes. I messed that post up.

Still can test the shooter lane kicker coil voltage on both coil lugs just as I was mentioning can test the outhole kicker. Voltage on one side of the coil and not the other, broken winding possibly near the solder lug.

#30 1 year ago
Quoted from Pwedge:

It looks like they removed the EOS switches and three lug flipper coils that have high/low power windings, and replaced it with a single winding coil. You'll need the proper flipper coils and EOS switches for this game to make it play properly and avoid burning up the coils that are currently in there.

Will a flipper rebuild kit have all that I need for this?

Thanks again for all the help everyone has given!!

#31 1 year ago
Quoted from snyper2099:

BUT, I just noticed you are missing the BRN-RED grounding wire on the coil!
See where it's cut in your pic? That's why it's not firing. That wire needs to go to... (looking it up) J127 - PIN 3 on your new driver board ---> (the associated driver board transistor is Q56 for future reference)

I just checked and it’s an optical illusion from the pic.. that wire is whole and runs to the correct pin as far as I can tell unless there’s a break further back.
But as of now I have to kick it by hand to get the ball in the shooter lane.. it try the trick you described later this evening or asap to see if it’s bad solenoid

#32 1 year ago

You won’t have a bad solenoid on a brand new board. It didn’t work before either so the problem is likely elsewhere.

If you have DC voltage at both coils lugs, You should then set you meter to resistance and check across the coil lugs on the coil and see what ohms resistance it’s reading. Problem is not on the new board. Third, confirm that the brown/red wire is in fact making it to J127-pin 3 on the board. One of these 3 things is the only possible cause of this coil not firing.

#33 1 year ago

So after removing the weird wires from the driver board, I have noticed that the island ramp is indeed not raising now.
I assume that the removal “phone cord” looking wire that was running from there to the top left of the driver board had something to do with that. It doesn’t raise in test mode but I hear the solenoid click for lowering.

Ref : pics

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#34 1 year ago

You need to use pinball test modes to confirm if the switch is registering. Always use the TESTING software in the game to answer all functionality questions. It's faster than asking them on the forum. Bring the test results to the forum and we can suggest where to go from there.

It's all fairly simple: Switch closure tells MPU "I am closed" and the MPU tells the driver board to ground/fire or "something to happen". This is true for all switches,lamps,coils in every single electric machine ever made. While there ARE functions that are directly driven by the MPU and those are harder to troubleshoot, luckily, your symptoms don't indicate those problems.

Use switch test to check that switch. If it's good, go to solenoid test. If the COIL does not fire in solenoid test, confirm the coil has voltage and THEN that the grounding wire (white one) is making it to the harness+driver board connector.

You have a new board, you have switch test, you have coil test, you know how to test voltages and resistance at the coils right? That's the 4 diagnostic tools you need to solve this. You got this!

#35 1 year ago
Quoted from snyper2099:

You need to use pinball test modes to confirm if the switch is registering. Always use the TESTING software in the game to answer all functionality questions. It's faster than asking them on the forum. Bring the test results to the forum and we can suggest where to go from there.
It's all fairly simple: Switch closure tells MPU "I am closed" and the MPU tells the driver board to ground/fire or "something to happen". This is true for all switches,lamps,coils in every single electric machine ever made. While there ARE functions that are directly driven by the MPU and those are harder to troubleshoot, luckily, your symptoms don't indicate those problems.
Use switch test to check that switch. If it's good, go to solenoid test. If the COIL does not fire in solenoid test, confirm the coil has voltage and THEN that the grounding wire (white one) is making it to the harness+driver board connector.
You have a new board, you have switch test, you have coil test, you know how to test voltages and resistance at the coils right? That's the 4 diagnostic tools you need to solve this. You got this!

Tested the ramp up solenoid in TEST mode and it didnt work, but i didnt realize the test mode wouldnt fire if the switch wasnt working, ill check that next when i get the chance! Thanks!

Im generally pretty confident with the board stuff, i have 5 games and done numerous repairs, but all this hack stuff thats been done to this machine has made me gun shy as to what im looking at…thanks for the patience and tips!

#36 1 year ago
Quoted from Scullymcgee:

Will a flipper rebuild kit have all that I need for this?
Thanks again for all the help everyone has given!!

A rebuild kit will get you some of the components and many others that will certainly help flipper responsiveness, but not the flipper coils or the screws and washers for the EOS switches. If you want to go the full rebuild kit route, you will need:
- Qty 1: https://www.pinballlife.com/williamsbally-flipper-rebuild-kit-021988-to-081991.html
- Qty 2: https://www.pinballlife.com/williamsbally-fl-11630-flipper-coil.html
- Qty 4: https://www.pinballlife.com/5-x-58-switch-stack-screw.html
- Qty 4: https://www.pinballlife.com/5-split-lock-washer.html

If you feel that the spring, bushing, linkage, sleeve, and backstop are in good shape on both flippers and want to save some money, then the parts that you should need are:
- Qty 2: https://www.pinballlife.com/williamsbally-end-of-stroke-switch-normally-closed.html
- Qty 2: https://www.pinballlife.com/22uf-250v-axial-capacitor.html
- Qty 2: https://www.pinballlife.com/williamsbally-fl-11630-flipper-coil.html
- Qty 4: https://www.pinballlife.com/5-x-58-switch-stack-screw.html
- Qty 4: https://www.pinballlife.com/5-split-lock-washer.html

Quoted from Scullymcgee:

Tested the ramp up solenoid in TEST mode and it didnt work, but i didnt realize the test mode wouldnt fire if the switch wasnt working

This seems incorrect, unless there is some kind of dedicated island test mode that you were using. I'm not familiar with Gilligan's Island, but have owned or worked on almost every other other WPC / WPC-95 machine. In the solenoid test (TEST -> T.4 Solenoid Test), the solenoid shown on the screen should fire regardless of the any switch state. If the ramp is already up and you select "Ramp Up Coil" in this test, the ramp will obviously not go up further, but you should at least hear the coil attempt to do something. If you don't, then you need to troubleshoot that. It could be a broken wire, broken winding on the coil (likely near the coil lugs), or the drive (Q34) / predrive transistor (Q33). Obviously, check to make sure that you have proper voltage at the solenoid (unregulated, so 50V to 70V DC).

#37 1 year ago

In test mode, the tests are independent of one another.

In other words, testing switches does ONLY this and the test mode software doesn't care about ANYTHING else in the machine ONLY the switches.

Same for solenoid test. This test DOESN'T CARE what the switches are doing or if they even exist. It will fire the solenoids when you TELL it to!

Lamps, same story.

This is why it is so powerful to understand and know how to use ALL the test features as they will isolate 90% of any problem you have.

#38 1 year ago

Update: went through the test menu as before ,in switch test only two switches were showing active : switch 24 and switch 76 (pic below)

On the solenoid/coil test only the trough and island ramp up would not fire.

Trough coil:Tested voltage (black on ground wire and red lead on each lug during the trough test mode and got 60 on one lug and 15 on the other lug…both wires from trough coil run to the appropriate place on the board (brand new driver board so it’s not a bad transistor).

Island ramp up: this coil worked originally with the old hacked board(see above thread)(That original hack had a wire running directly to the microswitch by the ramp to the 12v test from the board. )
All other wires still seem to be connected to the coil and switch
Did notice that the ramp down coil looks like crap and burned but it still works in test mode(I will def have to replace it though!)(see pics)

I took better pics of the weird cube relay hack with hopes of better identifying it.. (was this possibly a hack done in place of a relay board of some type?) (see pics)

I hope this is complete enough info to help?

2DA09145-1330-440D-A1AA-89BB644E8F13 (resized).jpeg2DA09145-1330-440D-A1AA-89BB644E8F13 (resized).jpeg581D36EF-53DD-49BF-BF4D-61211D14EF0F (resized).jpeg581D36EF-53DD-49BF-BF4D-61211D14EF0F (resized).jpeg7C02C746-12EA-4939-A763-6A2BB9F2D184 (resized).jpeg7C02C746-12EA-4939-A763-6A2BB9F2D184 (resized).jpeg489464EE-E510-452F-B420-1EA5A3F5AF7F (resized).jpeg489464EE-E510-452F-B420-1EA5A3F5AF7F (resized).jpeg9CBF80C6-55C1-456F-9AE3-5071F6D198DF (resized).jpeg9CBF80C6-55C1-456F-9AE3-5071F6D198DF (resized).jpegA94A4D61-62B0-471E-BACE-CCCDC1D6E3AF (resized).jpegA94A4D61-62B0-471E-BACE-CCCDC1D6E3AF (resized).jpeg
#39 1 year ago

I will have access to a friend's Gilligan's Island on Friday if a need arises for any pictures or details that are tough to figure out using the manual.

Quoted from Scullymcgee:

Trough coil:Tested voltage (black on ground wire and red lead on each lug during the trough test mode and got 60 on one lug and 15 on the other lug…both wires from trough coil run to the appropriate place on the board (brand new driver board so it’s not a bad transistor).

So sounds like the coil has a problem. What is the resistance measured across the coil? This is the same one as all 3 pop bumper coils. You can measure any of the 3 and should be about the same resistance on the trough coil.

#40 1 year ago
Quoted from PinballManiac40:

I will have access to a friend's Gilligan's Island on Friday if a need arises for any pictures or details that are tough to figure out using the manual.

So sounds like the coil has a problem. What is the resistance measured across the coil? This is the same one as all 3 pop bumper coils. You can measure any of the 3 and should be about the same resistance on the trough coil.

I think that’s it.. no resistance across the coil the others have 11 across them.. I’ve got to order several coils so I’ll add that and I believe that will be solved. ( and if not, it won’t hurt to have a new coil and that will narrow it down more)

#41 1 year ago

Did you order this one too? Can you measure the resistance on it? It looks toasted. Can you measure to be sure has voltage on both sides of this coil? Pretty sure this is the release for the up/down ramp.

pasted_image (resized).pngpasted_image (resized).png

I don't know what this is, but it sure isn't original to the game. Must tie in with the board on the left side of the cabinet. I would unplug that board. You would like to return the game to original design, correct?
pasted_image (resized).pngpasted_image (resized).png

#42 1 year ago
Quoted from PinballManiac40:

Did you order this one too? Can you measure the resistance on it? It looks toasted. Can you measure to be sure has voltage on both sides of this coil? Pretty sure this is the release for the up/down ramp

Yes, I def gonna replace that one.. it is the down ramp coil.. it fires in test mode and works fine but I’m gonna replace it for sure

#43 1 year ago
Quoted from Scullymcgee:

Yes, I def gonna replace that one.. it is the down ramp coil.. it fires in test mode and works fine but I’m gonna replace it for sure

Be nice just to see what the resistance of the coil is compared to a working/new one. I'll check the one in the game on Friday.

I'll look for a relay tied to the up/down ramp, but I sure don't recall one. I can't remember about the island motor needing a relay either. I need to check the manual and the game.

Quoted from Scullymcgee:

Update: went through the test menu as before ,in switch test only two switches were showing active : switch 24 and switch 76 (pic below)

I'll check this on the game on Friday as well.

Also, it is best to go into the switch edge test and test all the switches in the game and compare to the switch matrix to see what all is disconnected/registering. Switch level only tells us so much.

#44 1 year ago
Quoted from PinballManiac40:

Be nice just to see what the resistance of the coil is compared to a working/new one. I'll check the one in the game on Friday.
I'll look for a relay tied to the up/down ramp, but I sure don't recall one. I can't remember about the island motor needing a relay either. I need to check the manual and the game.

I'll check this on the game on Friday as well.
Also, it is best to go into the switch edge test and test all the switches in the game and compare to the switch matrix to see what all is disconnected/registering. Switch level only tells us so much.

Yes I would really appreciate if you could get pics for me if the underside and inside of the cabinet.. that would help immensely!

#45 1 year ago

Testing all the switches in the switch edge test will help us all out.

#46 1 year ago

NEVER assume that because something is new (your driver board in this instance) that it can't possibly be faulty.

If a diode across a coil is shorted, or installed in the incorrect direction, it will fry the driver transistor on your brand new board INSTANTLY - long before you even think to reach for the on/off switch.

#47 1 year ago
Quoted from PinballManiac40:

I can't remember about the island motor needing a relay either. I need to check the manual and the game.

Page 3-4 of the manual.

Location in the game shown on page 2-4 of the manual. You will need an image of that area of the PF to see if this relay is an attempt to replace the board. None of the images provided seem to show that area of the PF. At least from my quick scan of the images provided.

#48 1 year ago
Quoted from DumbAss:

Location in the game shown on page 2-4 of the manual. You will need an image of that area of the PF to see if this relay is an attempt to replace the board. None of the images provided seem to show that area of the PF. At least from my quick scan of the images provided

Here’s better pics of the PF..
I agree with you, it seems like there may be a missing relay board .. there’s not one in that location but one further down on the playfield that I assume is the one reference I the manual

5F9883D6-0598-4DEE-B24D-782D543CF17A (resized).jpeg5F9883D6-0598-4DEE-B24D-782D543CF17A (resized).jpeg
#49 1 year ago

Re: island ramp not working .

I did some research in the manual and noticed the terminal strip for the switch for the island ramp is supposed to have a diode on it, mine doesn’t, and that where that weird hack wire was connected.. could this be my ramp issue?
If so, where exactly do the ends of the diode need to be connected?

0BAC4AE4-9D54-46B8-BDE4-990E304AF6A0 (resized).jpeg0BAC4AE4-9D54-46B8-BDE4-990E304AF6A0 (resized).jpeg3F78651D-B2F1-4A5F-8EB5-58F4A7BB65B8 (resized).jpeg3F78651D-B2F1-4A5F-8EB5-58F4A7BB65B8 (resized).jpeg72F9F730-527A-4D25-BE3A-3EA483320902 (resized).jpeg72F9F730-527A-4D25-BE3A-3EA483320902 (resized).jpeg
#50 1 year ago
Quoted from Scullymcgee:

there’s not one in that location but one further down on the playfield that I assume is the one reference I the manual

The manual isn't always correct. You should consider the manual mostly correct. If the information is consistent with what you see then it is correct. If the information is not consistent then look around for something that would be consistent. This is the unfortunate truth with Williams manuals.

The relay board is actually the board you think it is. There's nothing listed in the manual at that location but it is consistent with the relay board needed to operate the motor.

00_gi_motor_relay.jpg00_gi_motor_relay.jpg

What concerns me is the drive connector (the 2-pin header) appears to be MIA. It must be nearby because this is required to drive the motor (via energizing the relay). The drive wire should be a 2-pin connector with one of the wires being a BRN-BLK wire. You will need to find this connector.

Quoted from Scullymcgee:

I did some research in the manual and noticed the terminal strip for the switch for the island ramp is supposed to have a diode on it, mine doesn’t, and that where that weird hack wire was connected.. could this be my ramp issue?

All switches in the switch matrix must have an associated diode. On the row side with the banded end to the switch lug. There is no diode on the switch that you see so you are correct. The switch is 62 known as "Ramp Status".

01_gi_switch_matrix_chart.jpg01_gi_switch_matrix_chart.jpg

Quoted from Scullymcgee:

If so, where exactly do the ends of the diode need to be connected?

Actually ... the "relay hack" seems to have subsumed this. I don't know much about what's going on in the "relay hack" but you can figure things out if the wire colors are correct and consistent.

02_gi_relay_hack.jpg02_gi_relay_hack.jpg

The problem is that the area that is non-standard contains generic wire colors and I have no clue what it's supposed to do. You will need to trace those wires to the originating wires and either post an image or specify the colors.

On a more generic note (and definitely not directed at the OP) ... I am often fascinated by people asking for help but never posting images of what they have. If you (not the OP but the general reader you) post images things can be worked out. No image = not good odds for others to see what's going on.

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