Special solenoid trigger test at 2J12/2J13
Steps
- Ground any pin of 2J10 (or leave the game connector on it). 2J12 pin 2 is the flipper return and is not tested.
- Tester LED on 2J12 pin 3 with 2J13 pin 2 grounded; pin 4 with 2J13 pin 3; pin 6 with 2J13 pin 4; pin 7 with 2J13 pin 5; pin 8 with 2J13 pin 8; pin 9 with 2J13 pin 9. Each should blink.
- If one stays on or off, keep the LED in place and move the ground back through the circuit: from the 2J13 pin to IC6 pins 11, 8, 6, 3 or IC7 pins 11, 8. If it now blinks, IC6 or IC7 is bad.
- Then move it to IC8 pins 4, 13, 10 or IC9 pins 1, 4, 13. If it now blinks, IC8 or IC9 is bad.
- Still no blink: suspect the 2N4401 pre-driver (odd numbers Q1 through Q11) or the TIP120/TIP102 driver (even numbers Q2 through Q12).
Systems
Related tips
- CPU-controlled and special solenoids
- Pop or sling works in the game but not in test, or the reverse
- A cracked coil diode keeps killing its driver transistor
- Coil outputs available on System 3-7
- The coin lockout coil is meant to be on
- Pop bumper or slingshot locked on
- Check the wire from the coil to its driver transistor
- Special solenoid control paths
Source: Repairing Williams System 3 to System 7 Pinball 1977 to 1984, Part Two, Clay Harrell (pinrepair.com)