Jump to content

Mattel Auto Race Troubleshooting Guide

From RetroTechCollection
Mattel Auto Race circuit board, component side
The Auto Race main board, component side, with the display board on the right. The chip position at the bottom is empty on this board (Sean Riddle).

Fault-finding for the Mattel Auto Race (model 9879). Start with the battery and its snap: Mattel's leaflet names a wearing battery as the first cause of a misbehaving display.[1] The circuit is a single Rockwell B6000 microcontroller driving the LEDs and a piezo speaker directly, with no separate display or sound chips.[2][3][4] Read Mattel Auto Race General Maintenance before opening the case.

Things that are not faults

[edit | edit source]
  • The game will not start unless the gear switch is in first gear.[1]
  • RESET is the off position of the START/RESET switch.[1]
  • The steering lever stays where it is left; it does not spring back to the centre lane.[2]
  • After a collision the car is pushed back towards the start line, and after each lap it returns to the bottom of the track.[1]
  • If four laps are not finished in 99 seconds the timer stays at 99 and a steady defeat tone sounds until the game is switched off.[5][1]
  • The game's speed depends on the trimmer inside. A game that runs noticeably faster or slower than another may have had its trimmer moved.[6]

Symptoms

[edit | edit source]
Symptom, probable cause and action
Symptom Probable cause Action
Nothing lights at START Flat battery; corroded or broken snap; broken battery wire; dirty START/RESET switch Fit a fresh battery. Measure the voltage at the snap's wires on the board with the battery fitted. Replace a corroded or broken snap; a dead Auto Race repaired in 2024 came back to life with a new one.[7]
Car blips or timer digits erratic, dim or flickering Battery wearing out Fit a fresh battery first. Mattel's leaflet gives this as "the first sign of battery wear".[1]
Display lights but the race will not start Gear switch not in first; dirty gear switch Set the gear switch to 1 and start again.[1] If it still will not start, clean the gear switch.
Some gears or lanes do nothing Dirty or worn slide switch Clean the gear or steering switch; check its solder joints.
Game far too fast or too slow Speed trimmer moved Set the trimmer to about the middle of its travel and adjust from there.[6]
No sound, display normal Piezo speaker or its wires Check the speaker's connections; the chip drives it from a single output with no amplifier.[3]
One LED or one digit segment never lights That LED, or its joint on the display board Inspect the display board joints; compare with the matrix description below.
A whole group of LEDs dark together A shared row or column line, or the pins joining the display board to the main board Reflow the row of pins along the display board edge and inspect the tracks.[4][2]
Works only while the case is squeezed Cracked joint or broken wire, for example at the battery leads Inspect the snap wires and the joints round the switches.[7]
Display garbled after the battery, snap, switches and capacitor have been checked B6000 fault The B6000 is a custom Rockwell part with the game in its own ROM; a donor board is the only replacement.[8][3]

Checks with a meter

[edit | edit source]
  1. Measure the battery off load and then with the game running. A battery that falls away sharply under load is the first thing to replace.
  2. With the battery fitted and the switch at START, measure between the red and black battery leads where they join the main board. No voltage there with a good battery means the snap or a lead is broken.[7]
  3. Check each slide switch for continuity in each position with the battery removed.
  4. Look at the electrolytic capacitor for bulging or leakage; see Mattel Auto Race Capacitor Replacement Guide.

No data sheet for the B6000 has been published, so there is no published supply-voltage range for the chip; Rockwell designed it specially for Mattel from one of its calculator chips.[8][3][2]

How the display is driven

[edit | edit source]

The B6000 multiplexes the display: Lesser describes adapting the calculator chip's eight digit drivers to handle both the playfield and the timer.[3] MAME's driver models it as a matrix of nine select lines by eight segment lines, with the 21 track LEDs and two seven-segment digits on it.[2] Because of this, a fault on one line puts out a whole group of LEDs at once, while a fault on one LED or its joint affects only that position.

What is realistically repairable

[edit | edit source]
Repair options
Part Option
9 V snap and leads Standard part; replace[7]
Slide switches Clean; replace with a matching slide switch if worn
Speed trimmer Clean or replace with a trimmer of the same value, read from the part[6]
Electrolytic capacitor One 10 µF 25 V part; see Mattel Auto Race Capacitor Replacement Guide[4]
B6000 microcontroller Custom; donor board only[8]
[edit | edit source]

References

[edit | edit source]
  1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Mattel, Inc., Mattel Electronics Auto Race Game Instructions, code 9879-0920(B), 1976; hosted here as File:Mattel Electronics Auto Race Instructions 9879-0920.pdf. PDF p. 1: START, RESET and OFF. PDF p. 2: "Game will not start unless you start in first gear (set gear switch to #1)"; collisions may put the car back towards the starting line; the car returns to the start line after each lap; the sound of victory or of defeat. PDF p. 6: "If the blips of light representing cars or the Digital Timer appear to be malfunctioning, this is the first sign of battery wear. A fresh battery should solve the problem."
  2. ↑ 2.0 2.1 2.2 2.3 2.4 MAME source, src/mame/handheld/hh_rw5000.cpp at commit d912c4f (retrieved 2026-10-19): B6000 microcontroller; 2-digit 7-segment display and 21 other LEDs on a 9 × 8 display matrix; 1-bit sound; steering "does not auto-center on real device"; hardware and programming by Rockwell.
  3. ↑ 3.0 3.1 3.2 3.3 3.4 Scott Stilphen, "DP Interviews: Mark Lesser", Digital Press (retrieved 2026-10-19): a redesigned Rockwell LED calculator chip; a multiplexing scheme letting the eight digit drivers handle the playfield and score; sound from a single output driving a piezo-ceramic speaker, toggled by the program, "without any sound driver hardware".
  4. ↑ 4.0 4.1 4.2 Sean Riddle, Auto Race circuit board scans (retrieved 2026-10-19), hosted here as File:Mattel Auto Race circuit board, component side.jpg and File:Mattel Auto Race circuit board, solder side.jpg: display board joined to the main board by a row of pins; one axial electrolytic printed "25V 10µF"; a single chip position and no other integrated circuits.
  5. ↑ Richard S. Chang and George J. Klose (Mattel, Inc.), US Patent 4,162,792, "Obstacle game", 1979: if 99 seconds pass without four laps, "the digits 99 remain" and "a monotone sound of defeat" continues until the game is turned off.
  6. ↑ 6.0 6.1 6.2 Handheld Games Museum, "Mattel Auto Race" (retrieved 2026-10-19): the internal speed control, usually set about the middle, can make the game about twice as fast or twice as slow.
  7. ↑ 7.0 7.1 7.2 7.3 Slashdot, "Retrocomputing Enthusiast Repairs Mattel's 48-Year-Old Handheld Videogame", 9 November 2024 (retrieved 2026-10-19): a broken Auto Race; after an unsuccessful attempt to resolder the connections on the old connector, the owner replaced the 9-volt battery connector, and the game then played.
  8. ↑ 8.0 8.1 8.2 Sean Riddle, "The First Mattel LED games" (retrieved 2026-10-19): the Mattel games used "unknown Rockwell chips" marked B6000 for Auto Race; Riddle decapped and dumped them to work out their instruction set.