Difference between revisions of "Judge Dredd"

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m (→‎Game-Specific Issues: Not certain why a gallery was removed from page. Assumed this was done in error. Gallery and other pics readded.)
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<gallery widths=170px heights=100px perrow=3 caption="Various aspects of the Deadworld Assembly to aid in rehab">
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File:JDDeadworldAssembly.jpg|<center><b>The entire Deadworld assembly. All of this must be taken apart to access the gear box</b></center>
 
File:JDDeadworldAssembly.jpg|<center><b>The entire Deadworld assembly. All of this must be taken apart to access the gear box</b></center>
 
File:JDTwoGears.jpg‎|<center><b>These two gears rotate the Deadworld ring and contra-rotate the Deadworld planet</b></center>
 
File:JDTwoGears.jpg‎|<center><b>These two gears rotate the Deadworld ring and contra-rotate the Deadworld planet</b></center>

Revision as of 17:48, 26 January 2015

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Note: This page is a work in progress. Please help get it to a completed state by adding any useful information to it.


Manufacturer System Year Model Produced
Bally WPC-DCS Sound 1993 20020 6,990


Judge Dredd Playing Tips and Rule Sheet

Judge Dredd Shop Guide


Game-Specific Issues

Judge Dredd Crane and Planet

An elegant locking ring requires decent operation of two separate, motorized systems. Not only do they wear, the crane can get tied up between the cabinet and playfield and get badly bent.

Tuning Judge Dredd for the Locking Ring Mod

Judge Dredd was initially intended to have balls locked / captured around the Dead World ring. By the time the game went to full production, this idea was abandoned, and Bally opted to go with virtual ball locks, except for the third ball. Now with games in the home environment, many have converted the Dead World to lock the balls as it was initially intended by the designer. The drawback is that the game must be optimally tuned for the modifcation to work properly. Information on prepping the game for the prototype set up can be viewed here. The locking ball kit can be purchased in different colors from Pinbits. Some kits offered by Pinbits include the proper version 1.0 rom code necessary to make the game lock the balls.

Misplaced Connector in Head

A misplaced lamp matrix connector originally intended for growth, in the backbox of Judge Dredd.


Judge Dredd has a connector in the backbox provided for growth when originally produced. The connector is located near the lamp matrix headers on the WPC power-driver board. It should be disconnected, but occasionally it's placed onto an open header pin connection. This will cause problems with the lamp matrix, specifically with the start and supergame buttons.

Deadworld Motor Issue

The predominant reason for Judge Dredd Deadworld gearbox failures, the large gear that is press fit over a splined shaft, gives way.
A repaired gearbox, using two roll pins to secure the top, larger gear, to the lower gear.


The gear shown at left in the Deadworld gear box fails fairly often. This manifests as no Deadworld movement, even though the motor is turning. A good description can be found here.

While "brazing" the gears together may work, "pinning" them together will roll pins as shown on the right, is a more reliable solution. The gearbox pictured was repaired with two 1/8" roll pins. You'll need a drill press to accomplish this repair.

Early Production Features

The "Ball on Magnet" switch, installed in early production games.
The "Ball on Magnet" switch when activated, manifests as unused switch 28 in switch test.


Early production games included features that were later removed. These include the "Ball on Magnet" switch located on the crane magnet as shown on the left.

Other features include an opto pair at the right ramp entrance.

Return to Williams WPC page.