Quoted from jayhawkai:Here’s a list of the problems, so we’ll have a lot of disassembly ahead of us and might as well get some preventative stuff done too:
A. Rocket switch works/activates, but kicker doesn't kick it out. The right slingshot switch works, but solenoid doesn't kick it out.
2. The lower right flipper is weak and the upper right flipper is nonresponsive most of the time
D. The right magnet "flipper" on the upper playfield doesn't work. Not sure where to begin on this one but I’m sure it will require full disassembly.
This does not sound like a switch matrix issue at all. In fact the switches seem to be registering fine. It sounds more like a power chain problem to me. I don't have a TZ manual in front of me but just by your descriptions, ie, all the solenoids seem to be physically on one side of the game - you may have a broken wire that feeds all of them. There are several daisy chains for both power and switches and even lamps. Any break in the chain will take out all devices downstream in the chain.
Very little tends to go wrong on the mini playfield so if I were you I wouldn't go tearing into it just yet. It's a little bit tricky taking it apart and with your skill level I'd leave it alone for now.
First thing to do is check the solenoids in diagnostics mode. Refer to your manual on how to enter tests. If the coils work in test but not game mode you have a broken switch circuit down on the playfield or cabinet wiring. Since you say the switches register I don't think this is your problem.
I would next check all fuses in the backbox. If you have a blown fuse, well, there's your break in the daisy chain Do NOT smply look at them to see if they are good. Do NOT check them with an ohm meter in the game. Remove them or at least lift them out on one end and then check for continuity with your ohm meter. It's still preferrable to completely remove them as I've seen plenty that check good with a meter but fail in the game due to a loose end cap! The cap heats up and separates from the fuse wire and boom, dead circuit. Please remove to check.
If all fuses are good check the connectors on the power driver board for those solenoid cicuits in question. Pull and reseat. Often times pulling them will immediately reveal burnt header pins and connector shells. This is much more common on the general illumination (GI) connectors on the left hand side so you may as well check those while you're in there too. Any burnt header pins need to be replaced and this means pulling the board to solder in a new header array. Consider your skill level before doing this. The connector shells or housings need to also be replaced and requires a bit of crimping knowledge and the right tools. Remember though, we are working systmatically along the power chain.
If connections and fuses are good, and while we are in the backbox, you need to then check the drive transistors. You'll need your manual to determine which transistors drive which coils. The manual has a solenoid chart which shows this. Transistors are designated by the letter Q and a number, eg, Q34. You'll need a test lead with alligator clips on each end. Clip one end to the ground braid in the backbox. Turn the game power on and locate the transistor in question. Touch the other end of the clip lead to the metal tab of the transistor.
Does the coil fire?
YES: If so the power chain is good to that coil. We need to look elsewhere and that usually means a problem between the switch circuit which tells the coil to operate and the drive transistor. It could be a pre-driver transistor or a TTL 740x chip ahead of that or a PIA 6826 chip that drives that. Hopefully not as this is somewhat serious board work In your case you state that the switches register so they are indeed telling the CPU to turn on a coil.
No: If not then the transistor itself could be bad or the ground or power circuit for that coil is broken off somewhere, usually at the coil itself. Remember, our pinball circuits are hot at all times and only operate when the GROUND circuit is completed. If it didn't fire with your clip lead it likely didn't fire in test mode either and that almost always means a blown transistor.
This should be enough for you to get a good start. Mainly look for broken wires under the playfield and fuses and connectors in the backbox. Oh and best of luck