(Topic ID: 246654)

Last Action Hero help


By Sir_Keensworth

76 days ago



Topic Stats

  • 15 posts
  • 6 Pinsiders participating
  • Latest reply 67 days ago by Daditude
  • Topic is favorited by 1 Pinsider

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LAH magnet (resized).png
20190706_224322 (resized).jpg

#1 76 days ago

I have recently rescued a LAH that was sitting in my dads car port that hasnt been working for over 10 years. Slowly i have been fixing it up, but now ive hit a dead end and im not sure how to fix the last few problems, so if anyone can give me some insight it would be greatly appreciated!

The Trigger to launch the ball always adds another player to the game and by the time you get to the 3rd ball it resets the game. 2 people have a quick look at the problem, one tells me there is a wiring problem, the other tells me its a board problem.

The Ripper shot no longer works. it did for the first 2 games, but seemed weak and then stopped. i replaced the shot thinking it was just old and worn out, but still doesnt work. i havent looked into this problem any further as of yet.

Magnets dont work. i have checked the fuses and replaced the 3 triodes in the heat sinks, but still nothing. Could it be the magnets themselves that are not working?

Any info or ideas that anyone has on these problems would be very helpful, thanks!

#2 75 days ago

Welcome to Pinside!
The trigger adding another player could be a wiring issue or a switch matrix problem. What does your switch test mode show you? Do you get the same results using jumpers on the of connectors with the pf disconnected?

Good general info on Data East games: http://www.pinwiki.com/wiki/index.php?title=Data_East/Sega

#3 75 days ago
Quoted from YeOldPinPlayer:

switch matrix problem

Sounds very likely to me too.

Far as some of the coils not firing, continuity test all the fuses with a meter that are on the power supply (top left board) and the PPB (lower left board).

#4 75 days ago

That games magnet board was a junk design. Theres a company that offers a new board just buy that and be done (and reliable).
The ripper was also non functional when I got mine. The fuse was blown. It would work once and the fuse would blow. Bad transistor IIRC. However to be sure temporarily short the lugs on the coil. Does it fire? If it doesnt you need to replace the coil and likely the associated TIP transistor as well.

#5 75 days ago

Switch test mode doesnt show me any problems when i push the switches individually, but when i activate the launch trigger (8) and shooter lane (16) it seems to activate the Plumb tilt, 4th coin, credit button, right coin, center coin, left coin. (switches 1, 2, 3, 4, 5, 6) ive also found that when i hit the right flipper (64) and the shooter lane (16) it activates the Scoop Spinner (59), but while playing a game it can also activate middle right scoop (58) and Smart Missile (62). My old man has taken the coin mechanism out to use in another machine, that shouldnt be causing any problems though right?

As for the magnet board are you able to provide a link for one just so i can make sure i get the right one?

#6 75 days ago

I am using the original DE LAH magnet board with zero issues. Yes, at some point a person can have one of the transistors lock on and blow a fuse or heat the solder up so much that the transistor just falls off the magnet board into the cabinet. That is why I replace all 3 when I work on games that have this magnet board and making sure having the last game ROM installed. No issues after such repair.

#7 75 days ago
Quoted from Sir_Keensworth:

Switch test mode doesnt show me any problems when i push the switches individually, but when i activate the launch trigger (8) and shooter lane (16) it seems to activate the Plumb tilt, 4th coin, credit button, right coin, center coin, left coin. (switches 1, 2, 3, 4, 5, 6) ive also found that when i hit the right flipper (64) and the shooter lane (16) it activates the Scoop Spinner (59), but while playing a game it can also activate middle right scoop (58) and Smart Missile (62). My old man has taken the coin mechanism out to use in another machine, that shouldnt be causing any problems though right?
As for the magnet board are you able to provide a link for one just so i can make sure i get the right one?

Sounds like a matrix problem, at least with the trigger issue (switches are on same column). See page 28 of the manual and follow instructions on pinwiki for matrix problems (testing diodes, etc.). Want to start there vs. board. Also verify the connectors are where they should be.

#8 75 days ago

I had a very similar switch matrix issue with my LAH. I just don't recall the switches that were registering when they shouldn't had. I do remember my smart missle button was not even registering. I found a broken diode on this remote diode strip shown in the picture just below the right flipper button.

Since you don't have the exact switches acting up, you may have one of the other ones broken. If not any of the three, then it may be on another remote diode strip mounted on the underside of the playfield.

Make sure you tug on the diodes as it may look they they are connected, but may be broken like mine was.

20190706_224322 (resized).jpg

#9 75 days ago
Quoted from Sir_Keensworth:

when i activate the launch trigger (8) and shooter lane (16) it seems to activate the Plumb tilt, 4th coin, credit button, right coin, center coin, left coin. (switches 1, 2, 3, 4, 5, 6) ive also found that when i hit the right flipper (64) and the shooter lane (16) it activates the Scoop Spinner (59), but while playing a game it can also activate middle right scoop (58) and Smart Missile (62).

Missing coin mech no problem.
Because it's easy to check, I would look at the wiring and make sure the shooter lane switch has one green/red and one white/grey wire and the Launch Trigger has one white/grey and one green/brown.

Pinwiki can get you started troubleshooting the switch matrix: http://www.pinwiki.com/wiki/index.php?title=General#The_Switch_Matrix

#10 75 days ago
Quoted from Sir_Keensworth:

Magnets dont work. i have checked the fuses and replaced the 3 triodes in the heat sinks, but still nothing. Could it be the magnets themselves that are not working?

Make sure that you have CN1, CN2 and CN3 plugged in at the top right of the MPU board. The signals for the magnet come from those 3 connectors as to when they should activate.

LAH magnet (resized).png

#11 72 days ago

Thanks to everyones help ive been able to fix the switch matrix problem and have made progress to the magnets and ripper not working. What ive discovered now is that whenever i replace a fuse to get either the magnets or the ripper working, that once its used it blows a fuse somewhere else. eg. replacing a magnet fuse causes a ripper fuse to blow and vise versa.
Any more info as to why this is the case?

#12 72 days ago

What was your solution for the switch matrix issue?

Time to test the transistors for shorts that drive the ripper. There will be a Tip36c on the PPB for power to the coil and a TIP122 on the MPU that would make it fire.

Since you have the 2 boards out, best to test all the transistors.

#13 71 days ago

2 diodes were no good and 2 switches were wired the wrong way around

#14 67 days ago

Magnets and ripper both working together now, got a new magnet board since ive seen from multiple places that the original is pretty crap. thats done the trick!
Thanks everyone for your help!!!

#15 67 days ago

I love to see these threads solved. Awesome! Congrats.

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