Embryon switch matrix caps

Cmndr Brain

Well-known member

Donor 8 years: 2011, 2013, 2015, 2017, 2019, 2021, 2023, 2025
Joined
Oct 10, 2006
Messages
1,420
Reaction score
299
Location
Endicott, New York
For the longest time my Bally Embryon had, what I would say, logic issues (mpu -35). The game played, but "seemed" not right. Years past and never addressed any of the issues. About a year ago the game, after heating up, would sound the ball drain sound and rack up 1000 pts over and over and over and over and over... (you get the picture). After the ball did drain, it would take about 20-30 sec for the score to catch up. Never been able to find the problem until yesterday (intermittent and couldn't get it to come in). I found that when a particular drop target was down, it would also trigger the ball drain switch. After pouring over the schematics, I noticed that only the last 2 switches in a matrix row should have .05uf caps across the switch. The ball trough was NOT supposed to have one, but did. After removing the cap from the ball trough switch, the game was fixed. Now, it plays correctly and it's like playing a game I've never played before. But, the problem is that the cap, that wasn't supposed to be there, looked factory installed. Looking over the rest of the playfield, there are other caps the are not supposed to be there, but seem factory installed. The game "seems" to play correctly now. Should I go through and remove those other caps? I don't really want to if I don't have to due to time and what a p.i.t.a it would be.
 
Last edited:
Those caps are to generate a 'faster' response to the MPU.

I've seen them used before on rollovers and drop targets before.

I personally leave them on there cause I really can't stand the lag response - true for rollover switches. These can cause MAJOR problems if one goes bad!

BTW: These can be had at Rat Shack. The .05 are long gone but can be substitited for the .047 mfd.
 
Back
Top Bottom