Quoted from SFBP36:On another note, the coin slot lights go out sometimes when I shoot Mode Start, and relight seemingly randomly (once when I lit the last INDY rollover). I haven’t been able to recreate it exactly though to start troubleshooting. Game plays totally fine and it’s not a big deal, but it’s weird. Is that just part of the software that won’t let another player buy in during specific times or something? I’m running the L7 ROM, and it’s an early production game without the Super Ball buy-in. Any ideas? I’ll try to post a video later today.
A lot of these widebody games were crammed full of features. So many features that there's an 8-Driver Auxiliary board that implements an additional 8x controlled solenoid (or flasher) drives on top of the available 28x that are standard (16x inductive diode protected, 4x resistive not diode protected and 8x general purpose selectively diode protected). This 8-Driver board can also implement another whole column of switches (actually 2 whole columns but only one was actually used). However, it doesn't implement more lamp columns.
There are techniques that the game designers (implementation engineers actually) can do to get some extra switches or lamps without the 8-Driver board. If there is a fliptronic board and not all 4 flippers are being used, those unused flipper drive transistors and playfield/cabinet opto switches can be re-purposed for other things. The drive transistors can drive additional solenoids and the opto switches can be used for other playfield purposes. You will find that this is true for this game (the E-N-T drop targets are re-purposed flipper switches and the POA diverter/post are re-purposed flipper solenoids).
The one thing that is NOT easy to do is get more available lamps. Not easy but not impossible.
One trick Williams did was to use the GI circuits. The GI circuits have limited software control. They can be dimmed but are dimmed as a group. In WPC-89, there are five strings that can be individually controlled. These are BRN/WHT-BRN, ORG/WHT-ORG, YEL/WHT-YEL, GRN/WHT-GRN and VIO/WHT-VIO. The VIO/WHT-VIO (hereafter known as VIO) is also dedicated to the cabinet (coin door). You will see that this string originates at J119. The coin door is ALWAYS the VIO string.
If you take a closer look at your playfield wiring, you will see the answer to your question.
ij_lites_hand_of_fate.jpg
It is GI being used as software controlled lighting (as a group). The game is out of software controlled lamps in the lamp matrix. The VIO string is being used as a feature. The side-effect is that when the feature is OFF (i.e. you are playing one of the modes) then the coin door lamps are OFF. I assume Williams did this because the "LITES HAND OF FATE" is usually on and only off when playing a mode. It was probably hoped that the player would not notice the coin door lamps going out because they would be too busy playing the game.
For those interested:
- The Terminator 2 "CPU" in the center of that playfield is also GI under mode control.
- The Twilight Zone "clock" in the translight is also GI under mode control.