Difference between revisions of "Jeutel"

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==Technical Information==
 
==Technical Information==
 
Jeutel appeared to copy many playfield parts from Bally and Gottlieb.  Coils are copies of Gottlieb and the manual has a Jeutel to Gottlieb part number conversion.  Parts like drop targets and pop bummers are copies of Gottlieb parts and most Gottlieb parts can be make to fit.
 
Jeutel appeared to copy many playfield parts from Bally and Gottlieb.  Coils are copies of Gottlieb and the manual has a Jeutel to Gottlieb part number conversion.  Parts like drop targets and pop bummers are copies of Gottlieb parts and most Gottlieb parts can be make to fit.
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Jeutel cabinets where generic, the same graphics where used on all the games.  The cabinets have Jeutel written on the sides.
  
 
Jeutel utilized their own board design for all the electronics.  The CPU board is a dual Z80 microprocessor based. The sound board is Z80 based, with a TMS 5110 speech chip (same as in the "Speak n Spell") with a AY3 8910 music chip.  The score displays are the same blue/green displays that Gottlieb used.  Jeutel are 220V AC only, and require a setup transformer to use with 120V AC.  All lamps are 12V 2W (#1813 is a close replacement), most other pinball machines use 6V lamps (#44, #46).
 
Jeutel utilized their own board design for all the electronics.  The CPU board is a dual Z80 microprocessor based. The sound board is Z80 based, with a TMS 5110 speech chip (same as in the "Speak n Spell") with a AY3 8910 music chip.  The score displays are the same blue/green displays that Gottlieb used.  Jeutel are 220V AC only, and require a setup transformer to use with 120V AC.  All lamps are 12V 2W (#1813 is a close replacement), most other pinball machines use 6V lamps (#44, #46).

Revision as of 11:31, 19 October 2016

1 Introduction

Jeutel made pinball machines from 1981-1986. Their machines where full sized and intended only for the French market, as they are 220V AC only, and only supported game speech is French. Jeutel also made video games, pool tables, darts and other arcade equipment, and are still in business as http://www.jeutel.lu/index.php/en/ in Luxembourg.

2 Games

  • 1981 Excalibur - 1 unit
  • 1982 Valkyrie - 100 units (Back glass from the movie "Heavy Metal")
  • 1983 Le King - 500 units (Two ball multiball)
  • 1984 Olympic Games - 500 units (Three flippers)
  • 1984 Papillon - 600 units
  • 1985 Apocalypse Now - 500 units
  • 1986 Evolution - 180 units

3 Technical Information

Jeutel appeared to copy many playfield parts from Bally and Gottlieb. Coils are copies of Gottlieb and the manual has a Jeutel to Gottlieb part number conversion. Parts like drop targets and pop bummers are copies of Gottlieb parts and most Gottlieb parts can be make to fit.

Jeutel cabinets where generic, the same graphics where used on all the games. The cabinets have Jeutel written on the sides.

Jeutel utilized their own board design for all the electronics. The CPU board is a dual Z80 microprocessor based. The sound board is Z80 based, with a TMS 5110 speech chip (same as in the "Speak n Spell") with a AY3 8910 music chip. The score displays are the same blue/green displays that Gottlieb used. Jeutel are 220V AC only, and require a setup transformer to use with 120V AC. All lamps are 12V 2W (#1813 is a close replacement), most other pinball machines use 6V lamps (#44, #46).

Jeutel Pinball Manual (in French, does have a small section about settings in English, Translated version coming soon):

4 CPU Board

Jeutel Pinball CPU board. Only one known version of this board. But I have seen boards with all the chips socketed, and some where only a few chips had sockets. The board does have a ni-cad battery for keeping stats and some games settings. Like other games of the 1980's these batteries do fail and can leak. Super caps (1F, 5V) can be used as a replacement.

Jeutel-Cpu.JPG

5 Power Supply/Driver Board

Jeutel-Driver.JPG

6 Sound Board

No on board test mode or switch. All tests are done via the game diagnostic. If speech isn't work it could be because someone had messed with POT3. POT3 controls the frequency of the speech chip, and the speed of the speech. If the frequency isn't within the spec of the TMS 5110 you won't get any speech. Turn POT3 to the middle before starting your debugging. POT1 controls the overall volume (in addition to the volume control on the coin door). POT2 controls the volume of the speech.

Jeutel-Sound.JPG

7 Transformer, Cabinet

Jeutel-Transformer.JPG Jeutel-Info-sheet.JPG

8 Displays

Jeutel-Display.JPG

9 Coils

Coil cross reference, Jeutel part number to Gottlieb part number.


Jeutel to Gottlieb Coils
Jeutel Function Gottlieb
JT123150 Flippers 20095
JT103500 Upper Flippers 17875
JT211200 Knocker,Bumpers,Kickers 1496
JT31770 Drop Targets Reset A18318
JT100120 Saucer Eject 16570
JT103410 Ball Trough Eject 17876 EL
JT113410 Coin Door 904218


10 Test Mode

Accounting Mode:

  • Accessing the test mode:
  • Press the test button once: Displays will go blank.
  • Press the test button a second time.
  • While in test mode the four player display indicates the number of the test.
  • To reset a test:
  • Press the start button.
  • Press the Test button to move to the next test.
  • To Exit test mode: Go to the last test (Test 10), and press the Test button, the game will return to game over mode.
  • TEST "0": test of accounting:
  • The first player displays the number of coins stored in the left coin slot.
  • The second player displays the number of registered coins in the central slot.
  • The third player displays the number of coins stored in the right coin slot.
  • TEST "1": FREE Games and Total Games:
  • The player one display shows number of games played.
  • The player two display shows the total number of free games
  • The player three display shows the free Game %
  • TEST "2": Total number of games (played or not): this number appears on the first player.
  • TEST "3": Number of credits in memory (games not played); display on the first player display
  • TEST "4": Total number of extra balls: Displayed on the first player display
  • TEST "5": Total number of tilts: Displayed on the first player display
  • TEST "6": Number of times that the highest score was reached: Displayed on the first player display
  • TEST "7" Adjusting the level of the first replay;

Procedure: Press the start button: The first player immediately displays "00" then after a few moments displayed 10,000 20,000 30,000 etc ... when the desired level is reached, press the TEST button.

  • Note: in the event of passing or error before recording the level, pressing the start button sets the counter to zero.
  • TEST "8": Adjusting the second level of replay: Same procedure as adjustment see first level test 7.
  • TEST "9": Adjusting the level of replay: Same procedure as the adjustment of first level see test 7.
  • NOTE: In the event that you would like to delete level, it is sufficient to adjust that level the value of lower level. (zero for example)
  • TEST "10": Highest score to date: Adjustment of this is done as level adjustment of first level, see test 7.



  • Test Mode:
  • To access the test: Press the TEST button, note the displays will go blank. The fourth player display indicates the test number.
  • To move from test to next test: Press the TEST button. To get out of test mode: after test 9, press the TEST button, game will return to game over mode.
  • TEST “0”: Display Test: The displays will in turn change numbers ie 1111111/2222222, ETC ...
  • TEST "1": Switch Test: This test checks if the switches close properly in the transition to the ball. The number of contact (same number as that used in the matrix of contacts) will appear on the first player display when it is closed.

NOTE: The test button is also used in the test mode, to go to the next test you must press the test button twice, the first one to pulse with effect of show only his number on the display of the first player.

  • TEST "2": Testing the position of adjustment switches on the A1 central unit (The Cpu board): This test allows you to see the position of adjustment switches of the game without opening the backbox, A1/CPU has 4 packs of 8 switches.
  • State of the switches will be read on the first and second player display.
  • Example: 1011010 1 Means that the switches 1, 2, 3, 4, 5 to 6, 7 And 8:
  • Respectively are in positions 1, 0, 1, 1, 0, 1, 0 and 1 (1 = Closed, 0 = Open )
  • 2nd phase of the test: To know the status of switches in the second block (switches 9, 10, 11, 12, 13, 14, 15 and 16) push START button. Number 2 is on display then note the first and second player showing their respective positions.
  • 3rd phase of the test: To know the status of the switches in the 3rd block. (Switches 17, 18, 20, 21, 22, 23 And 24) push START button.
  • 4th phase of the test: The last phase is hit again by pressing the start button and appear to the state of block 4 of the switches. (Switches 25, 26, 27, 28 to 28, 30, 31 And 32)
  • TEST "3": Test of controlled playfield lamps: The controlled light, will light in order one after another, see related playfield layout document for lamp location.
  • TEST "4": Testing of controlled lights in the backbox: Identical to the previous test 3.
  • TEST "5": Coil Test: Each coil is activated one after the other, its related number on the display of the first player.
  • TEST "6": Test of Speech board: Every word/phrase is spoken, the number is displayed on the first player.
  • TEST "7": Test of Sound board: For each sound, the number is posted on the first player.
  • TEST "8": Test of music: Music is played, the number is displayed on the first player
  • TEST "9": Memory Test: Game will test every memory IC automatically (RAM AND EPROM), If any IC is found defective, the number appears on the first player display.
  • E1: IC4, IC5 E2: IC3 E4: IC6, IC7, IC8, IC16 E3: IC15
  • At this stage of testing to Exit out of test mode, press the TEST button.