Difference between revisions of "ALI/Fascination Repair"

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Revision as of 23:25, 6 September 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.


For history of Allied Leisure see Allied Leisure.


1 Introduction

Allied Leisure (ALI) is best known for making machines with "short" playfields; the two "shaker ball" EM machines, and several "cocktail" pinball machines in the late 1970s, which they produced under the names "Allied Leisure Industries" and "Fascination International" with identical hardware (Gameplan was also making cocktail pinball machines in the late 1970s with completely different hardware based on Bally's designs). They also produced several "traditional form factor" solid-state pinball machines in the mid-1970s.

2 Games

2.1 Electromechanical

  • Seahunt
  • Spooksville

2.2 Solid State

  • Rock On
  • Dyn O' Mite (also written as Dyno-Mite)
  • T.N.T.
  • Thunderbolt
  • Boogie
  • Roy Clark Super Picker
  • Getaway
  • Hoe Down

2.3 Cocktail

  • Take Five
  • Flame of Athens
  • Hearts Spades
  • Disco '79
  • Star Shooter
  • Circa 1933 (Fascination Int.)
  • Eros II (Fascination Int.)
  • Eros One (Fascination Int.)
  • Roy Clark The Entertainer (Fascination Int.)


3 Technical Info

3.1 Board Set

3.1.1 Generation 1

The system with multiple circuit boards has been designated as "generation 1". It was used in Rock On, Dyn 'O Mite, T.N.T., Thunderbolt, and Boogie. All the games used the same cabinet and the same playfield layout (not all had the same artwork). Sounds were provided by a set of chimes. The wiring and components for the power section at the bottom of the cabinet varied somewhat between games.

3.1.1.1 Pinball Lamp Drivers (264-1-53)

There are two lamp driver boards. One of these boards is located in the backbox, and another in the cabinet.


3.1.1.2 Pinball Mode Interface / Mode Sequencer Interface (264-1-54)

This board is located in the backbox.


3.1.1.3 Pinball Player Up Logic (264-1-62)

This board is located in the backbox.


3.1.1.4 Bonus Drain / Bonus Board (264-1-59)

This board is located in the backbox.


3.1.1.5 Pinball Credit Circuit / Credit Board (264-1-56)

This board is located in the backbox.

3.1.1.5.1 Revision A

Revision A is marked with the number "PCB 264-9-10" and is a green-colored PCB. On revision B, this PCB number is followed by the letter "B". Revision A has a number of factory trace cuts and jumpers. These cuts and jumpers were fixed in revision B of this board with modifications to the traces.

Revision A is confirmed to have appeared in Dyno-Mite.


3.1.1.5.2 Revision B

Revision B is marked with the number "PCB 264-9-10 B" and is a tan-colored PCB. Revision B includes trace changes that were late modifications to the revision A board, which were originally several trace cuts and additional jumpers.


3.1.1.6 Score Display Logic / Standard Digital Scoring Unit (264-1-60)

Depending upon if the game is a 2-player or 4-player game, either 2 or 4 of these boards are located in the backbox.


3.1.1.7 Score Display (5-digit) (264-1-75)

The score displays are inserted into the Score Display Logic boards (264-1-60).


3.1.1.8 Line 'Em Up Logic (264-1-57)

This board is located in the backbox.


3.1.1.9 Line 'Em Up Display (264-1-64)

The Line 'Em Up Display is inserted into the Line 'Em Up Logic board (264-1-57).


3.1.1.10 Credit Display (264-1-55)

This board is located in the backbox.


3.1.1.11 Pinball Playfield Scoring Logic (264-1-45)

This board is located in the cabinet.


3.1.1.12 Relay Drivers Board (264-1-52)

This board is located in the cabinet.


3.1.1.13 Chime Solenoid Circuit (264-1-189)

Part name & number found within a technican's printed notes. Unclear which game(s) it appears in. Note: Not present in Rock On, Dyn 'O Mite, or T.N.T. Possibly present in Thunderbolt, but this is unconfirmed.

3.1.2 Generation 2

3.1.3 Generation 3

3.2 Switches

3.2.1 Switch Matrix

All solid-state ALI / Fascination games use the exact same MPU board and software; game "rules" are changed simply by rearranging the placement of switches, targets, lamps, pop bumpers, and other elements on the playfield.


# J1 J1 reverse J2 J2 reverse J3 J3 reverse # # J4 J5 J6 # credit disp player disp #
1 unused unused 7k bonus lamp 8k bonus lamp p2 disp LED 2 p2 disp LED 5 A 1 Q66 drop target C coil 100 pt chime 1 data data 1
2 unused unused 4k bonus lamp 6k bonus lamp p2 disp LED 3 p2 disp LED 4 B 2 right gate coil C bumper coil 10 pt chime 2 blank blank 2
3 unused special w/lit switch 1k bonus lamp 2k bonus lamp shoot again lamp unused C 3 Q62 L slingshot coil play counter 3 +6v dc +6v dc 3
4 10 pt rail switch ball in play switch unused 3k bonus lamp unused unused D 4 flipper power relay drop target B coil unused 4 ground ground 4
5 outhole switch R bumper switch 9k bonus lamp 5k bonus lamp unused unused E 5 unused unused unused 5 clock clock 5
6 L bumper switch R collect val switch p1 disp LED 1 score display E unused unused F 6 unused drop target D coil replay counter 6 +5v dc +5v dc 6
7 L collect val switch R slingshot switch score display H p1 disp LED 3 unused unused H 7 40v return R bumper coil unused 7 LED 5 7
8 C bumper switch L slingshot switch L 1k pt lamp unused unused unused J 8 40v return unused unused 8 LED 3 8
9 drop target C switch drop target D switch L 2k pt lamp unused unused unused K 9 40v return drop target A coil unused 9 LED 1 9
10 unused L 3k pt lamp unused unused unused L 10 +5v dc unused Q30 10 LED 4 10
11 roll tilt switch credit button unused L 4k pt lamp unused unused M 11 +5v dc unused unused 11 LED 2 11
12 raise drop A switch raise drop D switch 2X bonus lamp 10k bonus lamp unused unused N 12 +5v dc outhole coil unused 12
13 close gate switch R 1k pt lamp 3X bonus lamp unused unused P 13 5v return R slingshot coil 1000 pt chime 13
14 500 pt rollover switch raise drop B switch R 2k pt lamp R 4k pt lamp unused unused R 14 5v return unused knocker coil 14
15 raise drop C switch E.B. w/lit switch special lamp R 3k pt lamp unused unused S 15 5v return L bumper coil GI relay? 15
16 slam tilt switch 2P jumper unused unused unused unused T 16
17 test button p2 disp LED 1 extra ball lamp unused unused U 17
18 unused unused unused unused V 18
19 2P jumper unused credit/start button unused unused W 19
20 score display 24 coin 3 coin 3 unused unused X 20
21 credit disp clock score display 2 coin 2 coin 2 unused unused Y 21
22 p2 disp clock p1 disp clock coin 1 coin 1 drop target B switch drop target B switch Z 22
23 score display 3 score display 23 +5v dc out +5v dc out +5v dc out +5v dc out a 23
24 p2 disp blank unused slam tilt switch 2 drop target A switch drop target A switch b 24
25 p1 disp blank all disp data cabinet switch ret cabinet switch ret pf switch ret pf switch ret c 25

4 Problems & Fixes

5 Parts Substitutions & Replacements

5.1 Playfield

5.2 Backbox

5.3 Cabinet

5.3.1 Playfield Rails

The playfield rails inside the cabinet appear to be nearly identical to the playfield rails found in Gottlieb System 1 games. However, the Allied Leisure rails are painted flat black, rather than left bare.

5.3.2 Legs

Generation 1 Allied Leisure legs are 29.5", painted gray, and have a 5-1/4" rib (instead of a rib going down the whole length of the leg). The leg is pinched slightly around the length of the rib. The original part number was 264-3-42. A Gottlieb 28.5" dark gray non-ribbed leg might be a close possible substitution (Part LEG-28GR from PBResource).

6 Recommended Modifications

7 Game Specific Problems & Repairs

8 Repair Logs