Scope.
This document is a repair guide for Electro-Mechanical (EM) coin opertated
games made up to about 1978. This includes pinball games, pitch and bats (baseballs),
bowlers, gun games, etc. Though pinball is stressed the most in this document, this information
applies to most EM arcade games made from the 1930s to 1978.
Electro-Mechanical (EM) means the game uses relays and switches,
and does *not* use a computer CPU.
No experience is assumed. Basic electrical knowledge is
helpful, but even that is not necessary.
Updates of this document are available for no cost at http://marvin3m.com/fix.htm if you have Internet access. This document is part two of two (part one is here).
For parts, schematics, and repair sources please see the parts and repair sources web page.
Table of Contents
2. Before Turning the Game On:
3. When Things Still Don't Work:
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3a. When Thing Still Don't Work: the Check List
3b. When Thing Still Don't Work: Typically What's Wrong
Here's a list of some other common EM problems and their solutions:
3c. When Thing Still Don't Work: Buzzing/Noisy Relays and Coils.
Hold relays are designed to be activated for a long period of time, without burning. In order to do this, the hold relay's coil will have high resistance (compared to a momentary relay). It should have 30 to 150 ohms. The higher the resistance the better (but the higher the resistance the less "pull" the relay will have). Hold relays, becauese they are energized for long periods of time, can be noisy. This buzzing is caused usually by one thing: the spring resistance of the relay is too high. Either the relay spring is too short/tight, or the relay's switch blades are adjusted to provided too much spring resistance. If a relay has to really work to pull in its activator plate, the AC 60 cycle hum will cause hum while the relay is "holding". The AC 60 cycles sets up a vibration which causes the noise. AC means "alternating current", as the voltage goes from 30 volts, to 0 volts, to 30 volts again and again, 60 times a second. As the relay goes to 0 volts, the armature on the relay can release slightly, and then the voltage goes back to 30 volts pulling it back. This often causes the buzz or hum. Take a DMM and measure the resistance of the hold relay coil. It should be in the 30 to 150 ohm range. If there is the same relay coil number used elsewhere in the game, compare the two resistances, as they should be the same. If the suspect coil's resistance is lower, replace it. With time hold relays can get warm (hot), and burn the insulation off adjacent windings. This will lower the overall resistance of the coil. Then the coil gets hotter due to lower resistance, and the cycle continues until the coil burns crispy and brown. Assuming the relay's coil has proper resistance and is not burnt, there are a couple things that can be done to minimize the buzz/hum. Adjust the relay with as little spring resistance as possible to pull in the armature plate. This will minimize the noise. Adjust the relay's switch blades and lengthen the spring so only the minimal amount of tension is needed to return the armature plate back to it's resting position. On Williams games there is a brass rivit on the activator plate. Sometimes this rivit is missing. This can also cause the hum. Or the rivit can become loose and that can contribute to the noise, though this is rare (usually the relay is just adjusted too "tight", causing the hum). Another hold style coil (though not a relay) are the flipper coils. If the player holds in a flipper button and the coils make a loud buzz, this can be often be fixed by replacing the coil stop. The coil stops on EM coils are slightly magnetic. This minimized the problem with the 60 cycles per second AC vibration.
3d. When Thing Still Don't Work: the Gottlieb Reset Bank and Reset Relays.
The Gottlieb Reset Bank was used till 1975 (when it was replaced by the Ax, Bx {and sometimes Cx/Dx} latched relays on multi-player games, and just an Ax on single players). Super Soccer/Soccer (1/75) are the last multi-player game with a reset bank. Single players games got rid of the reset bank sooner; Pop-a-Card (3/72) and Space Orbit (4/72) were single player games with a reset bank (Grand Slam 7/72 does not have a reset bank). Top Card (8/74) also had a reset bank. By 1975 the reset bank was definately gone. The bank was eliminated largely for cost reasons. The reset bank is basically a whole row of relays mounted in a metal rack with a master reset bar. When the reset bar is pulled (by its BIG 120 volt solenoid, top right in the picture), all the relays are reset to a known state. This happens at the start of every game. The Gottlieb reset bank includes several important relays that are crucial to starting a game. This includes the Game Over relay(s), Reset relay, Tilt relay, and the Start relay. Make sure all these relay's switch contacts are clean and adjusted. In order to see any reset bank relay switches, you have to loosen the two wing nuts at each end of the reset bank, and "flip up" the bank. Unfortunately, flipping up the reset bank is deceptive. When the bank is in operating position, many of the switches rest against the reset bar. But when the bank is flipped up, the reset bar is out of the picture. This can give false switch contact adjustment readings. Just be aware of this.
The Gottlieb "S" Start Relay. If you have cleaned and checked all the score reels switches and stepper units, and the game still won't start, check these things: If there are credits, flip up the reset bank, and clean and check all the switches on the "S" and game over relay(s). While you're at it, clean and check ALL the switches in the reset bank. If the score reels are OK, it's almost a given that your Gottleib game start up problems lie in a switch in the reset bank. If a Gottlieb game to will not start with the coin door replay button, try manually reseting the reset bank. This will often be the kick that gets a game awake from the dead.
Another particularly nasty animal is the Gottlieb armature activated start relay switch. This switch lives under the start relay, and can't be seen unless the reset bank is lifted. Unfortunately, it is difficult to see and adjust this switch unless the reset bank is down. So how do you see and adjust the switch? Well you really can't without unbolting and removing the entire reset bank from the bottom panel! Often this switch is dirty or mis-adjusted. If mis-adjusted, the game won't start properly: the score reels and feature banks will reset, but the start sequence just stops there. So it's a pretty important (and over-looked) switch! The switch is activated by the armature mechanism that trips the start relay. It is labeled on the schematics as the "S Armature" switch.
Gottlieb Single Player Games without a Reset Bank (1972-1978).
The ball count unit is a potential problem in this reset sequence. When the ball count unit is at the zero or six (game over) position, a switch is opened which does not allow power to any playfield solenoid. So the increment of the ball count unit to ball one turns on all the playfield solenoids. Likewise, the game is over when the ball count unit moves to position six (this again opens a switch and turns off the power to the playfield solenoids, and turns on the "Game Over" backbox light). If the game resets, but none of the playfield solenoids work, there are two likely culprits. First is the hold relay. There is a playfield solenoid power switch on the hold relay. Second is the ball count unit. If the zero position switch does not close when the ball count unit is advanced to ball one, no power will go to the playfield solenoids.
Modifying the Continuous Duty Relays for No Burn, as used in Ax/Bx Games. The list of problems with this setup are immense. First the Ax/Bx relays have very little switch throw, yet must be adjusted perfectly for the game to reset, start-up, and end. The make/break switches on these two latch relays are very hard to adjust perfectly. The next problem are the three continuous duty relays. These are A-9736 (First-ball), A-9738 (Tilt-Hold), A-9740 (Game-over) relays, which are all basically 30 to 35 ohm relays (old school R20-5). When these games were new, this setup probably worked fine. But now that these games are 30+ years old, these relays are usually baked and fried. These can be replaced with the same relays, but why do that (other than to make Steve Young smile!) A great idea is to use a Gottlieb System1 and System80 ORANGE coin door lockout relay coil A-16890 (220 ohms) to replace the low-ohm relay coils (anytime you get a system1 to system80 up to Hot Shotz in your shop, steal the coin door lockout coil, which isn't being used anyway!) The A-16890 relay coil will never burn at 220 ohms, and consumes a lot less power in the process. But at 220 ohms, it's not strong enough to work with the 25 volts AC used in EM games. Gottlieb actually started to do just this on the last EM games like Joker Poker.
The solution is to use the orange A-16890 relay as a DC coil. That is, leave the 1N4004 diode in place on the relay, even though you're installing this relay in an EM game. Attach the BLACK relay coil wire(s) to the NON-banded (anode) diode lug of the relay coil. Then use another 1N4004 diode and attach the BANDED diode end (cathode) to the other lug of the relay coil. And finally attach the game's relay coil signal wire to the other end (NON-banded side) of this added diode. So basically the banded ends of the two diodes "point" together at one of the relay's coil lugs. What this does is effectly converts the AC power to DC in a half-wave format, but just for this relay. This allows the A-16890 relay to work in an EM game (if you don't use the diodes, this relay will chatter and not work). And this continuous duty relay coil will never burn up, and consumes a lot less power in the process. Gottlieb adds a 50 mfd 50v capacitor (installed on the coil lugs parallel to the coil diode, with the cap's "+" lead connected to the diode banded lead) and a 6 ohm 2 watt resistor (in front of the second diode) to the circuit too. But personally I have found these to be unnecessary.
3e. When Thing Still Don't Work: Score Motors and Other Motors
Many beginner EM fixers want to adjust the score motor switches because the score motor won't stop running when a game is attempted. However, the score motor is running because a switch somewhere else is causing this problem! Typically it's a switch that should have opened in the score reels (zero position switch) or in the score relays.
Score motors usually have cotter pins to allow you to release and hinge up the motor, making some switches easier to get at (of course the switch that needs to be adjusted or cleaned will never be one of those switches!). Most have 3 cotter pins to allow you to remove the whole thing away from the frame for better access. They also usually have a disconnect plug to stop the motor from turning. This can be useful in really in-depth troubleshooting; you can try and make the sequence happen slow enough to watch what is happening by using this plug as an on/off switch for the score motor.
Lubricating a Score Motor.
Check the score motor's "home" switch (on Gottlieb's, usually at 1C or 4C). This switch is what turns off the score motor when it rotates to a "home" position every 120 degrees. Because of the score motor's electro-motive force (EMF) when the motor turns off, the score motor home switch gets a "blue arc" (easy to see when the score motor rotates!) every rotation of the score motor. The blue arc is *twice* the powering voltage due to the EMF that occurs as the magnetic field of the motor collapses when the power is removed. This blue arc makes the home switch wear and pit easily, and go out of adjustment. If the home switch is out of adjustment or worn, this too can allow the score motor to "over run" a home position, and perhap never stop running! Or on the other hand, when the score motor starts running due to another switch, the home switch may be so pitted and dirty it will not allow the motor to run to the next home position. This will often freeze the game and not allow it to play. Because of this it is absolutely necessary to make sure the home switch is clean and properly adjusted on any EM game.
Score Motor Brake.
More Score Motor Stuff.
Different Motor Types.
Fixing a Burnt Motor.
Slow and Sluggish Game Motors and Score Motors. If a game is having a hard time resetting the score reels (they reset slowly), this is usually due to a sluggish or slow score motor. Other game motors (as used in EM arcade games) may be slow and sluggish too. This happens because the grease inside the motor solidifies with time. If this happens, often the motor may need to be taken apart and re-lubricated. Also sometimes the gears inside the motor strip. If this happens new gears will be required (donor motors can be used as parts). First step is to remove the motor from the game. I can't really give specifics on how to do this, as it is often different from game to game. But the motor will need to removed and isolated from whatever it is driving. Usually the motor is mounted to some sort of metal frame with four machine screws. The two power wires will of course need to be desoldered from the motor's lugs. Any motor switches should be attached to the metal frame and not the motor itself. If the motor is sluggish, before "splitting the case", often the gear box can be soaked in alcohol or white vinegar. This can often break down the solidified grease, without take the whole motor apart. The downside is no new lubrication can be added this way. Just let is soak overnight and see if that helps. Sometimes it works, but usually I find myself splitting the motor case anyways for a good cleaning and re-lubrication.
Splitting the Case. Be careful when removing the motor from the gearbox. Often there is a small lightweight spring on the armiture, along with a brass bushing. Don't loose these parts! The spring is used to push the armiture gear away from the first gearbox gear. This way when the motor first powers on, it does so in a "free-wheel" mode. As the motor come to full power after half a second, the armiture is pulled towards the center of the motor's layered frame plates. This compresses the spring and engages the armiture to the gearbox. Likewise when power is removed, the spring pushed the armiture gear away from the first gearbox gear, causing the gearbox to immediately "stop on a dime".
The Motor's Brake. If your motor has this spring loaded armature system, it is *very* important to check that this is working! If the spring is broken, the motor can coast past the position it was intended to stop. This can cause all sorts of problems (like a motor that never stops running, or game features that don't reset properly). If the armature spring is broken, it can be easily replaced. But don't use too strong of a spring, or the gears may never engage (or not engage fully, causing the armature gear to strip the first gearcase gear). If the spring is too weak, it won't dis-engage the motor from the gearbox. It's all trial and error. I personally keep both a 30 and 50 volt AC transformer on my work bench just for testing motors. This is very handy when having to replace the armature spring, as I can see on the work bench if the armature brake is working correctly.
Motor Repair.
From: Mark Patzke 3f. When Things Still Don't Work: Start-Up Sequences (Reset Sequences)
The start-up sequence is game specific, but generally can be applied to most games. This is helpful especially on older EM's where there is no operation manual. The following start-up sequences were outlined from mid-1970's games. They may not apply to the game you're fixing. But they will give you a general idea of what an EM game does when you press the start button. Bally Start-Up Sequence.
1950s Gottlieb Start-Up Sequence.
Double games allowed the player to put in an additional coin at the game start to double the number of any replays won. When one coin is inserted, the "thimble" light (on the lower ball arch) is lit, telling the player he can add another coin for a "double" game. This light stays on until the 10,000 unit is moved, turning off the ability for the player to add a coin for a "double" game. If a second coin was added, this will also turn the thimble light out, and the "double" light on the backglass goes on. Note the credit unit on a double game is slightly different than a conventional 1950s Gottlieb woodrail. It has an additional coil and mech that increments the credit unit two credits, instead of just one.
1960s & 1970s Gottlieb Start-Up Sequence.
1975-1978 Gottlieb Start-Up Sequence. Williams Start-Up Sequence. Following these sequences step by step, you can usually generally locate the start up sequence problem. For example, say you have a Gottlieb multi-player game. After pressing the start button, the score motor starts turning, and the score reels all move the zero position. But the score motor keeps spinning and nothing more happens. Looking at the start-up sequence, we can see this would probably be a problem with the "SB" relay and the player unit (or maybe a dirty score reel zero position switch, which occurs in the previous step).
3g. When Thing Still Don't Work: Reading Schematics
First, before starting, note there is a BIG difference between a "schematic" and a "wiring diagram". A wiring diagram shows how the wires run through the game. A schematic shows how switches, relays, etc. are connected LOGICALLY to each other. Two parts that are logically connected on a schematic may not have a wire running directly between them! This can be confusing at times when tracing switches.
First lets look at the "relays", "control bank", and "other coils used" matrix on the left side of the Gottlieb schematic. This lists all the relays and solenoids used in a game. It provides some other cryptic information too. "INDEX" is the index reference. Notice the numbers down the left side of the schematic, and the letter across the top and bottom? These are the index. This makes it (fairly) easy to find where a particular coil or relay is written on a schematic. "NO." is the letter abbreviation for any coil or relay used. Most Gottlieb relays will have a sticker on them with this letter. This helps you find the coil or relay inside the game. This abbreviation is also used within the schematic itself.
"CONTACTS" tells the number and type of contact switches used on the relay. "4A,1B,2C" means this relay has 4 normally open switches (form A), 1 normally closed switch (form B), and 2 make/break switches (form C). The letters following the numbers are known as "forms". Form A is normally open, Form B is normally closed, and Form C is make/break. The number before the form is the number of this type of switch form used in the relay. "USE" is the verbal description of the relay.
Schematic Markings.
Another matrix on the EM schematic is wire color. Each manufacturer has their own abbreviations for wire color (to keep it interesting). Check the schematics for this chart. Notice the schematic wires have this label (though some times you have to follow a wire back far through the schematic to its originating point to find the color marking). Some manufacturers use letters for colors, and some use numbers. Gottlieb uses the "-" and "&" markings between wire colors to mean different things. For example, "BL-WH" means a blue wire with a trace (small) amount of white. But "BL&WH" means a blue and white mottled wire, where each wire is 50% each color. Bally sometimes uses numbers after their wire color abbreviation. This is the number of times the same wire color has been previously used in the game! This keeps things interesting. Especially on Gottlieb games, the color red on the wires often fades to white. This makes a white and red wire look all white! This is very common. When a wire contacts a load (such as a lamp or a solenoid), the wire color will change. Wires that go through connectors should maintain their color(s). The connectors are very seldom shown on the schematics. Also note wire colors on the schematics can be wrong. It doesn't happen a lot, but it does happen.
How Gottlieb refers to the score motor is quite interesting and confusing. They give a diagram which shown the top and side views of the score motor, and labels each level or section. The top view shows each stack of switches is numbered, one to four. Note the angled switch stack, right next to the "cutout" at postion 3 1/2. This is a point of reference. Most score motors have number stickers on them to avoid confusion, but many times these sticker have fallen off. The side view shows the level letter of each stack of switches. The level closest to the bottom of the game is "A", and the top most is level "E". For example: Armed with this info, you can figure out where a schematic switch is located on the score motor. For example, say you are looking for the switch that is labeled "Motor 1C". This would mean you look for the "1" stack of switches, the middle-most "C" level. If you examine this switch stack you might see four switches! Which one is it? This has to be determined by the wire colors, which should also be labeled on the schematics.
3h. When Things Still Don't Work: Reading Schematics (part two) and Fixing Game Features
Often a particular game feature just won't work properly on an EM pinball. These can be frustrating to fix, especially when the rest of the game works perfectly. We will going through an example, and using the same schematics that were pictures in the previous section on "Reading Schematics". Remember when looking at schematics, that they lay them out with some general electrical path in mind. In Gottlieb's case, this means the left side BLK wire goes to the right side RED-WH wire. Just keep that in mind.
Helpful Hint: Using Feature Lamps to find Schematic Parts.
Helpful Hint: Using Alligator Jumper Wires.
Let's say the rollover switch on the playfield for the "Home Run" doesn't work. The switch itself is fine; clean and adjusted properly. But what ever it controls is not working. Looking at the "RELAY" matrix on the schematic, we can see there is a relay that controls the Home Run feature. It's abbreviated as "H", and is located at index 6E. Going to this part of the schematic, we see a relay coil labeled "H" with a WH-BL wire connecting to it. This is the Home Run relay coil. If you follow the wire to the right, notice it hits the "Home Run Rollover Switch", two normally open switches. These are the playfield mounted switches. The wire then continues down and to the right through "Motor 1C". At this point you need to check the score motor switch 1C and clean and adjust it. After that is done, test the feature. If it works, you're done. If not, you need to see what other paths exist for this feature. Notice just to the right of coil "H", the WH-BL wire goes down to a normally open switch labeled "H". This switch is on the H relay. Following it further down it continues to the right and eventually hits a normally closed switch through a WH wire labeled "Motor 2B". I would clean and adjust the WH-BL wire switch on the H relay, and clean and adjust the WH wire switch on the score motor at 2B. There's yet a third path that the Home Run feature takes: through the Vari-target. So if the feature still doesn't work, I would clean all the contacts on the Vari-target, and the OR-WH switch that goes to relay "U" (vari-target reset relay). After the U relay the wire terminates thru the NC motor 2B switch, which we previously cleaned and adjusted.
Another Example.
I also noted that when I pressed the start button, the Total Play meter did not advance. This ruled out the make/break switch on the Reset Relay. Only thing left was the score motor switch 3A, and the coil relay switch. I examined both switch and they were clean and adjusted correctly. So what was causing the problem? If I looked closely at the Ball Count Unit Reset coil, I could see it was trying to reset when the start button was pushed. The pulse to reset this coil just wasn't long enough to pull the coil in and reset the stepper unit. Going back at the coin relay switch, I used a wire with two alligator clips and made the coin relay switch permanently closed. Hitting the start button now allowed the Ball Count Unit Reset coil enough time to reset properly! Since the coin relay switch was on the Coin Relay, what ever was controlling the Coin Relay wasn't keeping this relay energized long enough. Back to the schematics to look at what controls the Coin Relay!
First I looked at the two score motor switches (8F & 10F SCM). These were clean and adjusted properly. Next I checked the switch on the Coin Relay itself. This was a "hold" switch, and was clean and adjusted. That only left the Credit Relay switch. Hitting the start button while watching this switch, I could see the switch arcing. This was the problem! The switch was dirty enough and mis-adjusted enough to not make good contact. Adjusting and cleaning this switch fixed the problem. 3i. When Things Still Don't Work: Other Problems/Stories Here's some other problems I've come across that may be interesting to a beginner EM fixer.
3j. Gottlieb Coin Doors and Flipper Buttons: the Shocking Truth
Another way to get a shock is from the coin door coin switches. Again, at least one of these switches are connected directly to the start relay. If the fish paper that insulates these gets worn, torn or shifts to the side, again you'll get a shock.
I always replace the power cord on any EM game I fix up. The originals are usually worn, or the insulation is cracking. You can replace the original two prong cord with another two prong power cord - just go to the local Dollar store and buy a 15 foot two prong extension cord for $2. Cut off the recepticle end of the cord, and you have a new power cord for a nice low price. Note the original power cord should have one line with a "rib" in the rubber insulator. This is the black or "hot" line. If possible wire the new power cord's "ribbed" line (which connects to the larger power prong) to the same lug as the original. This should be the line that connects to the game's power switch (if the game has one). For better safety, it's not a bad idea to replace the game's original two prong power cord with a grounded three prong cord. Again, the same technique can be used - buy an inexpensive three prong 15 foot extension cord at the Dollar store and cut off the recepticle end. Also again the new power cord should have a "ribbed" insulator wire which connects to the larger of the two power prongs. This is the "hot" (black) wire. Again try and connect this the same power lug as the old ribbed power cord line (the line going to the power switch). The green ground wire should connect to the transformer's metal frame bolt. Optionally, additional grounds can then be run from the transformer's metal frame to other metal objects (like the lockdown bar and metal side rails and metal leg plates).
Flipper Button Shocks.
Grounding the Game. 3k. Coils Explained: Coil Power and Size, Testing Coils, Low Resistance Coils, Big Blue Sparks, Rewinding Coils, Coil Equivalents.
Coil Voltage. Coil ohms vary dramatically between 25 and 50 volt games. For example, Gottlieb used 25 volts and their pop bumper coil ohms are around 3 ohms. Bally used 50 volts and their pop bumper coil ohms are around 10 ohms. Even though both coils look the same (same frame size), if you put a Gottlieb pop bumper coil in a Bally game it would be WAY too powerful. Likewise a Bally pop bumper coil in a Gottlieb game would be way under-powered. As a basic rule, increasing the coil wire gauge by two sizes will double the coil resistance per foot (making the coil less powerful). So if a 25 volt coil uses 20 gauge wire for a pop bumper, going to 22 gauge would be about right for a 50 volt application (given the same number of coil turns).
Coils Power Explained.
The "less turns of wire, the more powerful it will be" rule is only good up to a point. That is, if the resistance of a coil goes below about 2.0 ohms, it becomes essentially a dead short. This means the coil will not work correctly, and may blow fuses too. Also a coil with too little wire (or shorted wire) can have an inadequate magnetic field. With this in mind, if at least one lug of the coil can be desoldered from its attaching wire, the coil's resistance can be measured using a DMM (Digital Multi-Meter). If the coil is measured with the DMM "in circuit", an accurate reading may not be seen unless one lug of the coil is freed from its connecting wire. This isn't the rule, it just depends on the coil being tested. Remember electricity takes the path of least resistance. So if the coil being test is a pop bumper coil (a low resistance coil), there should be no problem testing it in-circuit. If the coil is a hold relay (higher resistance), it may not test well in-circuit because there are other lower resistance coils in that circuit. Coils range in resistance from about 2.0 ohms up to 150 ohms (the lowest resistance coil I have ever encountered is on Williams' 1965 Mini Golf, which uses a 21-475, 1.8 ohm coil, but this is the exception not the rule - also the Gottlieb A-5141 flipper coils have 1.7 ohm resistance on the power side). The higher the resistance, the less powerful the coil will be. But on the other hand, high resistance coils can stay energized for a long time without getting hot and burning! That's why "hold" relays, which stay energized for periods of time, use high resistance coils (usually 30 ohms or higher). Remember flipper coils are actually two coils in one package. There is a low resistance (usually 3 ohms or so), high power initial flip coil. And there is a high resistance (usually around 125 ohms), low power "hold" coil. The high power side is activated initially, to kick the ball hard. The hold coil is then placed in series with the power coil (using the now open flipper EOS switch) to allow the player to hold the flipper button in, without burning the coil.
Coil Frame Size.
The Big Blue Spark. The largest of the blue sparks can be seen at the flipper coil's EOS switch. No other switch in an EM game should have a blue spark as large as the flipper EOS switch. Remember the flipper coil is actually two coils in one package - a high current, high power, low resistance coil. And a low current, low power, high resistance coil. The EOS switch spark is the high current, high power part of the coil collapsing, and causing the blue spark. This happens because the flipper coil's high power side is often very low ohms (around 2 ohms often). And the flipper EOS switch is what turns off the high power side of the flipper coil.
So Why the Big Blue Spark? The blue spark is caused by EMF - Electro Motive Force. As any energized coil collapses, it back-spikes *twice* the game's voltage back through the switches. That means if a coil is energized at 25 volts, it will back-spike 50 volts. And the lower the coil's resistance, the more EMF and the larger the back spike. Interestingly this is supressed on Solidstate games with a diode on a coil (the back spike of EMF can ruin a CPU board). But since EM games are AC power and there's no CPU, manufacturers don't use diodes. Some switches in a game are prone to burning contacts due to EMF. The two big culprits are the flipper EOS switches and the score motor home switch. In the case of flipper EOS switches, as the high power part of the flipper coil collapses due to the EOS switch opening, it causes a large blue spark from the EMF. Again the size of this spark is due to the low-ohm nature of the high powered side of the flipper coil. On the score motor home switch the large blue spark is caused when the score motor's home switch (the switch on the score motor that keeps the motor running through a half or third of a revolution) *opens*, turning the motor *off*. Interestingly, if you look at the home switch when it closes the spark is really small or non-existant. But when the switch opens, turning off the score motor, the blue spark is huge! Again this is due to the score motor's coil EMF collapsing and back-flowing twice the score motor voltage through the home switch. And if you measure the resistance of the score motor it is often around 2 ohms, hence the EMF when the motor turns off will create the big blue spark. A big blue spark can also happen on stepper units. Remember a stepper unit is merely a big stack of switches. As the fingers move from stepper pad to stepper pad, a "switch" opens as the stepper fingers move off a copper pad. If a stepper unit's bakelite pad is burning, there is most likely a low-ohm coil in that circuit causing the big blue spark and burning the bakelite copper pad. This happens as the stepper's fingers move *off* the burnt pad (and a low-ohm coil collapses causing back flowing EMF to burn the pad and cause a big blue spark).
How do Coils go Bad? I like to keep a list of common coil numbers and their resistance. This way I can check a questionable coil with my ohm meter, compare the coil's ohms it to my list, and determine if the coil is good or bad. Or if the coil is not on my list, if the game uses the same coil else where, I can compare the two coils' resistance.
A very good idea for any unknown game just purchased is to check all the coils' resistance. If the game is new to you, and you have not powered it on, a quick check of coil resistance will tell you a lot about your new game. This takes about one minute and can save you hours of repair and diagnosing work. It can also save you countless fuses! Any coil that has locked on will heat up and have a lower total resistance. This happens because the painted enamel insulation on the coil's wire burns, causing the windings to short against each other. This will lower the coil's resistance, causing the coil to get even hotter. Within a minute or so the coil becomes a dead short, and usually blows a fuse. If the fuse is replaced, it will just blown again and again until the low resistance coil is replaced. In order to check coil resistance, put your DMM on its lowest resistance setting. Then put the DMM's red and black leads on each coil's lugs. The coils can usually be check right in the game without having to disconnect any wires. A resistance of 2 ohms or greater should be seen. Anything less than 2 ohms, and the coil is bad! Replace the coil with a new one.
Coil Numbers.
Some manufactures (mainly Gottlieb), didn't use the the above coil numbering system. Instead they just have a numbering system that don't relate to the coil's wiring (like A-5141 for their flipper coils). In this case, some people have documented the wire gauge, turns, and resistance of these coils. EM Flipper coils have a slightly different numbering system, since they are actually two coils in one package. These usually have a coil size letter, followed by two pairs of numbers.
Coils can often have the wire winding break from the solder lug. This is often an easy fix. Just unwind a single "wrap" from of the wire (if possible), sand the wire clean to remove the painted enamel insulation, and then resolder the wound wire to the lug. Then test the coil with a DMM to make sure it is not open.
A Low Resistance Coil Problem. The ball release coil is a hold coil. It stays energized until the first ball scores a point. There is a normally closed switch on the one point relay. When a point is scored, this switch opens, and de-energizes the ball release coil. The key here is the "big spark" on the switches. This signifies that the coil has a resistance that is too low. This happens often on hold coils, which stay energized for a long time. These coils get hot, and burn their insulation from the internal wires with time. This causes an internal coil short, and lowers the coil's resistance. This in turn causes more heat, and more burning, until the coil is a near short (less than 3 ohms). Any hold coil should have a resistance of 12 ohms to 200 ohms. Less than 10 ohms, and the coil will get hot quickly and burn if energized for even short periods of time. When you get a "big spark" between switches, this mean electricity is arcing between the switch points. This doesn't allow a normally closed switch to really open, and the hold coil never de-energizes. Since the ball release coil's resistance was so low, this made the release switch arc, and never allowed the switch to open (and de-energize the coil). After the ball release coil was replaced, the excessive switch arcing stopped, and the coil worked as it should (it de-energized when the one point relay was activated).
Rewinding a Coil.
Go to the game's schematics and find the coil. Usually there is a key specifying the wire gauge and number of turns for the coil (exception is Gottlieb, see chart below). In the case of the shown United shuffle alley, the coil was marked on the schematics as 24-965 (24 gauge wire, 965 turns). Now it's just a matter of finding another donor coil with the same or near specs. Again in my case I used a Williams bumper coil (24-900). Not quite as many turns, but same gauge wire. The frame size was smaller on the Williams donor coil, so really it would have been better to get a 24-1100 coil (which would more closely match the 24-965), but in my case I only had the 24-900 coil. This isn't rocket science, so a close match will work fine. Another technique to finding a good donor coil is to match resistance. But the problem is you need to know the resistance of the original burnt coil. Perhaps that same coil number is used elsewhere in the game and is still good. Check its resistance with a digital multimeter. Now find a donor coil with the same (or close) wire gauge and a close resistance. After the donor coil is choosen, it's just a matter of turning the wire off the donor coil onto the empty coil frame. This is easy to do using a drill (see picture below). It is a two person operation though, as someone has to hold the donor coil on a screwdriver shaft with some slight tension, while another person runs the drill with the accepting coil frame. Just attach the wire to one lug of the empty coil frame, run the drill slowly and unwind the wire from the donor coil onto the empty coil frame. Only takes about 5 minutes to do an entire coil.
Gottlieb Coil Usages and Coil Equivalents. As for part numbers, Gottlieb started all part numbers with A-1 in 1946. The "A" refers to the size of the paper on which the original mechanical drawing for the coil/relay/part was drawn. This way all the "A" sized paper went into the "A" sized filing cabinet. There are some exceptions to this rule, but for the most part that's what Gottlieb did (note "A" does *not* mean "assembly). Gottlieb ended in 1996 with part numbers in the 33,000 range. Based on this, you can get a general idea of when a part was implemented into production based on the part number.
Gottlieb Coil/Relay Information.
3L. Pop Bumpers. The Pop Bumper is one of the most common pinball features, as most games from WW2 to present have at least one pop bumper. When the ball hits the "skirt" it pushes down on the skirt. There is a stem that extends down from the skirt and into the center of a concave tip on a leaf switch. Pushing down on one side of the skirt causes the stem to push down on the switch. The switch then energizes a pop bumper relay. The relay in turn usually does at least two things: energizes the pop bumper itself, and activates the one or ten or 100 point relay to score points (and ring a bell). If a pop bumper locks on (stays energized) after a ball hits it, usually the pop bumper relay is locked on also. The key to fixing this is often the end-of-stroke switch (aka scoring switch) on the pop bumper mechanism. On Gottlieb games, this switch opens as the pop bumper fully energizes. When this switch opens, the power circuit to the pop bumper relay is broken, de-energizing the relay. This in turn de-energizes the pop bumper itself (and the scoring reel and bell). If this pop bumper end of stroke switch is broken or missing, usually the pop bumper relay will stay energized once the ball hits a pop bumper skirt.
Having quick and perky pop bumpers make any game a lot more fun. And chances are your game needs it anyway. Tell tale signs would include chipped bumper skirts (the bumper skirt is the plastic part the ball contacts on the bumper that tells the bumper to "pop") and lots of dirt. This procedure also applies to stationary bumpers. These bumpers look like pop bumpers, but don't "pop". The have no coil or rod & ring assembly.
the two screws that hold the bumper body to the playfield. Also note the wedge style light socket. This will be replaced with a bayonet (#47) style socket. The top of the metal ring of the rod & ring assembly is also visible.
Bottom of the playfield: This picture shows the lamp From the bottom of the playfield you need to remove the two locknuts from the rod & ring assembly. Then unsolder the two light socket leads underneath the playfield. On some games (including this one), there are staples that secure these leads, which you will have to remove. Now the bumper body and rod and ring can be removed from the top of the playfield. Also check the bakelite and metal armature links that slide inside the coil plunger, which the rod and ring assembly bolt to. These often crack or break and need replacement. The steel link breaks the most often. The older Gottlieb version is no longer available, but you can replace them with new Williams steel armiture links, part number 01-5492. I do NOT recommend the Williams part though. They are not hardened steel (like the Gottlieb part), and often break. You can get a new style Gottlieb metal armature that is hardened. It is slightly bigger though. So you either have to grind it smaller, or modify your pop bumper bracket (see pictures below).
Right: The top of this picture is a new Gottlieb metal armiture link. These are hardened steel, and will not break. Below it is the cheap Williams metal armiture link that is so soft, I can bend it with my fingers!
Inspect the Rod and Ring.
Tighten or Re-peen the coil stop.
Check the pop bumper spring.
Install a New pop bumper lamp socket. After removing the two screws inside the bumper body (and disconnecting the rod and ring and bumper lamp socket from under the playfield), lift the bumper body off the playfield. Note all the dirt and crude that lives under the bumper body! If you have clear plastic trim platter protectors, there will be lots more crud under those. Now is a good time to clean the playfield under the bumpers with Novus2. When finished with the Novus2, wax this area.
Left: Removing the pop bumper coil and replacing the
coil sleeve.
Pop Bumper Performance Tips:
Lifting the pop bumper off the playfield.
Trim Platters. Note trim platters come two ways: adhesive backed, and non-adhesive. I personally like the adhesive backed units. They don't shift or move, and dirt doesn't get under them. Also, the non-adhesive trim platters can actually contribute to pop bumper wear. As the ball skates across the platter, they shift slightly on the playfield. The shifting of the platter can cause wear, hence defeating their purpose.
The parts of a pop bumper. The picture on the left was take before cleaning.
Fixing Pop Bumper Playfield Wear. Right: The finished product.
Re-assemble from the top of the playfield. If your replacement bumper skirt has a small "tit", it goes towards the top of the playfield (it stops the ball from balancing on the top edge of the skirt). Secure the bumper body to the playfield with its two screws. Then from underneath the playfield, put the locknuts back on the rod & ring assembly. Do NOT over-tighten the rod and ring locknuts, or you will break the rod! Re-solder the light socket.
Clean the Spoon Switch. Note if there is too much tension on the skirt's "penis" from the spoon switch, this will cause the "penis" not to center. There should be just a bit of tension, and no more. Also make sure the penis doesn't ride outside of the spoon switch too much (or the skirt switch will stick on, and lock the pop bumper coil on). You will have to move the position of the spoon switch to adjust this. For a final touch, install new pop bumper caps (if available for your game). At $5 each, they really make your game look sharp. Save your original pop bumper caps.
3m. Slingshots.
3n. Roto-Targets and Vari-Targets.
Roto-Targets.
Roto-target from Flipper Parade.
Vari-Targets.
Clean the vari-target like any other stepper. That is, clean the rivets with 600 grit sandpaper and lightly lubricate with Teflon lube. Make sure the unit resets. Added spring tension may be required, but do not go crazy as it will make hitting the target with the ball more difficult. The spring tension is adjustable. There are three screw positions for the spring anchor, so the varitarget can be 'dialed in' to just the lightest spring tension needed to reset the target.
Vari-target used in many 1970s Gottlieb EMs.
Horizontal roto target as used in 1967 Kings of Diamonds/Diamond Jack, 3o. Drop Targets.
I will be talking about Gottlieb drop targets in this sections because they were the primary user of drops. Though Bally used drops too (and to a lesser extent Williams), Gottlieb made extensive usage of huge banks of drop targets during the 1970s. The first Gottlieb game to use "modern" style drop targets was Crescendo (5/70). But the format really was used in a big way in games like Gottlieb 2001, Dimension (10*2 drops), and Eldorado, Gold Strike, Target Alpha, Solar City (10+5 drops), and Hot Shots, Big Shots (7*2 drops), and Sheriff, Lawman, Atlantis, King Pin, Pin-Up, Jack in the Box, Jumpin Jack, (10 drops). These games all used one or two big banks of drop targets.
To replace the rod, just go to the local hardware store and buy a length of 8-32 threaded rod, and two 8-32 nylon locknuts. Cut the rod to the desired length, and thread one of the locknuts on the end. Then push the new rod into place (don't remove the old rod first). As the new rod is pushed into place, it should push out the old rod simultaneously. This means less work for you, as the new rod will go right through all the target assembly holes without having to disassemble anything. Go slowly and don't miss any holes. When the new rod is fully in place, attach the other 8-32 locknut, and you're done.
To avoid metal fatigue in the future, adjust the reset coils for the drop target bank. To do this, loosen the four machine screws securing the reset solenoid(s), then press the reset plunger to its limit by hand. At the same time press the back of the solenoid and move the whole assembly together back until the bank just latches. Now tighten the screws. What you are trying to do is adjust the solenoid so it bottoms out before the bank link, but have enough stroke for a successful reset. (Some tweaking may be needed.) This will prevent a lot of metal fatigue and breakage in the future.
3p. Flippers.
Flippers are the interface between you and the game. Having good strong flippers is mandatory. The parts that are in the game are probably 25 years old or older. Here's the parts needed for flipper repair. One of each part is needed for each flipper. Note do NOT go to hotter flipper coils as a first step in making your flippers stronger. Instead rebuild the flippers first (new coil sleeve, plunger/link, nylon playfield bushing, etc.) If you're still unhappy with the flipper power, THEN change to "hi-tap" or/and change to more powerful flipper coils (but if you can get the ball to the top of the playfield, then as a general rule your flippers are powerful enough.) Also note that increasing the flipper travel can also make the flippers a bit stronger.
Gottlieb flipper rebuild parts. The blue arrows on the pawl shows
I also like to increase the flipper travel slightly when I rebuild EM flippers. I want to be able to hold the flipper in the energized "V" position, and have good flipper bat angle to cradle the ball. To increase travel I usually bend the resting flipper stop slightly. This will require a reposition of the flipper bat's resting position, but will give more travel.
on a 1960s Gottlieb. Remove the coil stop or "C" pin to release the parts.
EM Flipper Rebuild Instructions.
The flipper is basically rebuilt, but will need some minor adjustment. Repeat the above procedure on the other flipper first. After both flippers are rebuilt, lower the playfield. Now align both flipper bats as you would like them (again I bend the resting metal flipper pawl/link stop slightly to increase travel on 2" flipper games). Since the pawl screws are only lightly tightened, the flipper shafts should move in the pawls to allow easy alignment. Compare the engized flipper position for both flippers to make sure there is good flipper travel, and that the two flipper are symmetrical. After the flipper bats are aligned, lift the playfield and tighten the two screws on each flipper pawl. Lower the playfield and double check the flipper bat alignment. Note there is a restomg plunger/link stop on many games (especially Gottlieb). It's purpose is to change the amount of plunger travel, allowing the left and right flippers to be adjusted so they have the same amount of travel and align in both the resting and extended positions. I find it easier to just bend the resting flipper stop if additional bat travel is needed (or to make the right and left flippers symmetrical), instead of adjusting the screws. The last step is to check and adjust the EOS switch. First inspect the EOS switch. If the EOS contacts are pitted or burned, replace the entire switch. If they are usable, file the EOS switch contacts with a metal file to remove any pits or burns. Now move the flipper to the fully energized position, by moving the flipper plunger where it meets its link. The EOS switch should open about 1/8" when the flipper bat is extended. Adjust the switch as needed. Note there should be a piece of "fish paper" on the EOS switch blade that touches the flipper pawl. This electrically isolates the pawl from the EOS switch. Also check the flipper button cabinet switch for pits and burns. File as needed, replace if it's in bad condition. * On 1969 and later Gottlieb pin games, the flipper pawl style was changed. Prior to 1969, a large round 1/4" pin was on the pawl, and the plunger's link just slipped over this pin, and was secured with a spring clip. This was very convenient to work on, requiring no tools to remove and install the plunger/link to the pawl. But in 1969, Gottlieb changed the flipper pawl so now the plunger's link slide between two pieces of metal, and the pawl was secured to the link with a roll pin. This made removing the plunger/link assembly much more difficult, as now the roll pin had to be hammered in and out of place. In addition, when installing a new plunger/link into the 1969 and later pawl, if too much "hammer" was used on the pawl's roll pin, it could bend the two pieces of surrounding metal, binding the link, and making the flipper stick. Really the right way to deal with the roll pin is to use an inexpensive $10 press punch tool, but most people don't have that tool, and hence use a nail and a hammer. Another complication is the 1969 and later style pawl is NLA (no longer available), where the pre-1969 style has been reissued and is available. The solution to this problem is simple. Replace the 1969 and later Gottlieb style roll pin flipper pawls with the older spring clip style pawl. The older pawls retro-fit on 1969 and later games with no modifications (the geometry and sizing is identical). The only difference is the plunger's bakelite link hole that attaches to the pawl must be made larger (or when ordering new plunger/links, specify the old style pawl and they will come correctly drilled). This solution solves the availability problem (old style pawls are readily available), and installation/removal of the plunger/link is much easier.
and the general flipper wiring. This is the same for Bally, Gottlieb and Williams.
EM Flipper Coil Strengths. Because of this, Steve Young of Pinball Resource and Donal Murphy of Electrical Windings came up with a stronger Gottlieb EM flipper coil. It is known as the A5141 "yellow-dot" coil. The only difference between a standard A5141 and a "yellow-dot" is the power winding. The yellow-dot A5141 has 300 turns of #20 wire, giving a power side coil resistance of 1.0 ohms (lower resistance mean less current restriction and a stronger coil). Note this is the identical specs as used on late 1970s Williams EM games and their FL-300-20/28-400 flipper coil. So why not use a Williams FL-300-20/28-400 on Gottlieb games? Well the Williams coil frame size is 1/16" longer. So to put a Williams flipper coil in a Gottlieb requires some "tweaking" and adjusting. Instead Steve/Donal just used the Williams flipper wire specs on a Gottlieb coil frame to solve this problem. But what if you're in a position where the original Gottlieb a5141 is too weak for your tastes, but the a5141 "yellow-dot" is too strong? This has happened to me on a couple Gottlieb EM drop target games, where I wanted more "punch" from the flippers, but the yellow-dot coil was just too strong and broke drop targets. The solution is to use a Williams flipper coil, the FL-21-375/28-400 (this coil pre-dated the stronger Williams FL-20-300/28-400.) The Williams FL-21-375/28-400 is stronger than a stock Gottlieb A5141, with 375 turns of #21 wire power winding of 1.3 ohms (stronger than A5141's 1.9 ohms, but not as strong as yellow-dot's 1.0 ohms). This is a nice "compromise" coil, though the fit into a Gottlieb flipper mech is a bit tight because the WMS coil is 1/16" longer. (Steve Young has told me he will eventually wind these coil specs on a Gottlieb coil frame, solving this problem.) So in summary, on Gottlieb EM games and post-1962 Williams EM games running at 30 volts: Now what about Bally and 1948-1962 Williams EM games? These games run their coils at 50 volt (instead of Gottlieb's 30 volts), so the coil specs are different. The strongest Bally EM flipper coil, as used on late 1970s Bally EMs like Captain Fantastic, is the AF-25-500/28-1000. This coil uses 500 turns #25 wire for a resistance of 3.3 ohms. Note the resistance is higher than Gottlieb flipper coils, and that's because Bally games run on 50 volts (instead of 30 volts). I use the AF-25-500/28-1000 coil on all my Bally EM games and my 1962 and prior 50 volt Williams games. It's about as strong as you'll ever need for these games.
3q. Zipper Flippers.
Zipper flippers are a fairly complicated mechanical device, and do require service. I will show some of the high-wear parts (other than the obvious stuff that would normally wear on any flippers). Below is the zipper flipper removed from a Fireball.
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4a. Finishing Up: Playfield Glass Most EM games from 1947 to present use a standard playfield glass size. This is 21" x 43" x 3/16" tempered glass (do NOT use plate glass as it is a hazard and very dangerous). An expection to this size rule are Bally pinballs with "framed" playfield glass, which have a metal frame around the glass (used in the early 1970s on games like Fireball and 4 Million BC). This glass is 21" x 41.5" x 3/16" tempered glass. Remember *always* use tempered glass that is 3/16" thick.
4b. Finishing Up: Setting your EM to Free Play
There is only one switch that controls free play on a Bally game. Set the credit wheel to zero credits (shows zero credits through the backglass). On the stepper unit there will be a knotched wheel with a fixed pin sticking out. This pin should have opened a switch only when the credit wheel is at zero credits. Adjust this switch so it is permanently closed (or use a jumper wire), regardless of the credit wheel position. Note there may be a second movable pin (with a slotted head). This is the maximum credits pin. Do not change the switch this pin contacts. Your Bally game is now set on free play.
There is one switch that controls free play on a Williams game. Set the credit wheel to zero credits (shows zero credits through the backglass). On the stepper unit there will be a knotched wheel with a pin sticking out. This pin should have opened two switches only when the credit wheel is at zero credits. Adjust the top switch (or use a jumper wire) so it is permanently closed, regardless of the credit wheel position. Note there may be a second movable pin (with a slotted head). This is the maximum credits pin. Do not change the switch this pin contacts. Your Williams game is now set on free play.
There is one switch that controls free play on a Gottlieb game. Set the credit wheel to zero credits (shows zero credits through the backglass). On the stepper unit there will be a notched wheel with a pin sticking out. This pin should have opened two switches only when the credit wheel is at zero credits. Adjust only the smaller of the two switch contacts (located closest to the backglass) so it's permanently closed (or use a jumper wire), regardless of the credit wheel position. The other switch should operate normally, and be open when the credit wheel is at zero credits. Note there may be another movable pin (with a slotted head). This is the maximum credits pin. Do not change the switch this pin contacts. Your Gottlieb game is now set on free play.
In 1960, Gottlieb invented something called "add-a-ball". These games awarded additional balls during a game instead of a free game (known as a replay) when the player achieved a certain score. This was done for legal reasons in states that wouldn't allow a player to actually "win" a free game. Wisconsin and New York were the two big add-a-ball (AAB) states, though other areas had these laws too. Also some games are labeled "Novelty" games, and again can not win any credits, hence they don't have a credit unit. AAB and Novelty games are pretty easy to identify; they do NOT have a credit wheel! Also on AAB games, the ball in play designation on the backglass is usually labeled "balls to play" instead of "ball in play". Since you couldn't win a free game, there was no need for a credit wheel. A game starts when the patron put a coin into the coin slot (there is usually no start or replay button on Novelty or Add-a-Ball games). Since there is no credit wheel, the procedure to makes an AAB game "free play" is a bit different than a replay game.
Another exception to this is on late 1970's Gottlieb EM games. These games' coin door coin switches do NOT start a new game. A coin is inserted into the coin door, and the start switch must then be pressed to start a new game. Free play on these games is a bit different. You must "double up" the start switch. That is, make the start switch TWO switches. As the start button is pressed, first it closes two contacts that connect to the coin switch (this simulates dropping a coin in the coin door). Then as the start button is pushed further in, it closes two contacts that actually start the game. These two switches must be insulated from each other with fish paper in the switch stack! 4c. Finishing Up: Cleaning and Waxing the Playfield
There are a number of products you can use for cleaning the playfield. Millwax comes to mind. Personally, I would avoid this product. Millwax isn't even really a wax. It's a cleaner with extremly small amounts of wax and lots of solvents to keep the cleaner/wax in an easy-to-apply liquid form. It's false protection; you're not waxing your playfield, you're only cleaning it with Millwax. Also Millwax contains petroleum dissolutes, which are probably harmful (and smell bad!). And stay away from all Wildcat products as they crack mylar and yellow plastic parts. Personally I like Novus#2 for cleaning EM playfields. It works great, and leaves a great shine. It contains no harmful solvents. It's very gentle, yet cleans fast and well. I buy it at my local grocery store, but you can also get it through most pinball retailers. After cleaning your playfield, apply a good HARD wax. Trewax or Meguires Carnauba Wax work great. Both of these waxes are just that; wax! They have little or no detergents or cleaners in them. Notice how difficult they are to remove and polish after they haze (as applied per the instructions)? This is good! It means your pinball will have a hard time getting them off too. I recommend you re-wax your playfield every 100 games with these waxes. Also a scratched ball can slow and damage the playfield. Replace the ball if it's not shiny like a mirror. They are only about $1.25 each. Throw the old balls away.
4d. Finishing Up: Playfield Rubber
Do not use black rubber on EM games. It looks bad, is much harder, and hence has different (less!) bounce. Black rubber is designed for the newer, faster Solid State games. Black rubber also creates black dust, so you have to clean the playfield and parts more often. Clean rubber has amazing bounce properties. Dirty rubber has seriously reduced bounce. The more bounce, the more fun your game will be. If you want to try and clean your old (only slightly dirty) rubber, you can use WAX or Novus2. Trewax or Meguires Carnauba Wax works great on lightly soiled rubber. Just remove the rubber and wax it. Wipe off the excess with a clean rag. The wax will keep your rubber supple and UV protected. You don't even have to remove the rubber if it's not too dirty. For dirtier rubber, try alcohol. Use a clean rag and wipe the rubber down. As a last resort, for really dirty rubber, lacquer thinner works well. But don't get that near your playfield! It will ruin the paint.
Gottlieb Rubber Sizes.
4e. Finishing Up: Increasing EM Game Performance
Warning: if you have an EM with drop targets close to the flippers, these upgrades may not be a good idea because of potential breakage (though I've been running them for some time now without any breakages or problems). Double Warning: Keeping your playfield CLEAN and WAXED is mandatory for these modifications!
All the manufacturers have a transformer setting for locations with "low line voltage". Low line voltage happens most often in the summer when your game is plugged into a power line that shares an air conditioner. The high-tap transformer setting will bump up the solenoid voltages (only, does not affect light voltages) about 2 or 3 volts. This gives your pop bumpers, kickers, and flippers a bit of extra power. Not a ton, but just a bit. Don't worry, you won't burn out coils with this setting. I set most of my EM games to high-tap and it gives them just a bit more punch. But again, it's personal preference and what you like. High-tap does NOT effect the lights. High-tap ONLY effects the solenoid voltages. The 6 volts used for the bulbs aren't effected. They use a separate winding on the transformer. Well, this isn't completely true. If your Gottlieb game has a light feature like "Last Ball In Play", high-tap could roast that particular bulb (only). This happens because some feature lights run off the 30 volt solenoid voltage and use a 75 ohm 10 watt resistor to knock the 30 volt current down for 6 volt lamps. If you go to high-tap, you may need to increase this resistor to 125 ohms. Otherwise those select bulbs (only) will burn too hot. These lamps can be easily seen on Gottlieb schematics. All the normal 6 volt lamps will be on the upper left corner. If a lamp is shown on the shematics in the same section as coils and relays, then there will be a drop-down resistor to limit its lamp current.
High-powered flipper coils for Gottlieb are the "yellow dot" A-5141 coils available from Pinball Resource. They are about 5% to 10% more powerful than the originals. I like these a lot, especially in small 2" flipper Gottlieb games. Some people will argue that you could damage a plastic or drop target. But I've been running these without problem for some time now. On small 2" flipper games, I like them. I like them on long 3" flipper games too. I use these and hi-tap together sometimes, or just hi-tap (game dependant). The high-power flipper coils do give the game a different feel. If you have a Williams EM, I wouldn't change the flipper strength. These games (especially the DC powered games) are already pretty strong. On Bally games, the general coil for small 2" flippers (including zipper flippers) is AF25-600/31-1000. This is the same power as the coils used on Wizard and other similar games, which is AF25-600/28-800. The next step stronger is the coil used for games like Captain Fantastic, coil# AF25-500/28-1000. So for zipper flipper games, Wizard, etc, I would recommend that as the upgrade. For those concerned about breaking zipper flipper parts with hotter coils, zipper flipper rebuild parts are available. This includes old style and flipper zipper bushings, #C649 ($2.79), the lever arm #A1889-7 (right) and #A1889-8 (left, $10.71). It's a good idea to replace these parts when adding the stronger coils, especially since the original hardware is probably worn to begin with. If using stock zipper flipper coils, be sure to change their metal coil sleeves to new nylon sleeves.
New Flipper Links and Plungers. Buying new flipper links solves this problem. While you're at it, you might as well get new plungers too. After 25 years or more of use, often they get indentations worn in their sides. Also make sure the flipper return spring isn't wound too tight. This can cause additional resistance to the flipper, and make it weaker. Adjust the spring so it has just enough power to return the flipper. See flipper rebuilds for more info on making your flippers better.
New Coil Sleeves. On the slingshot kicker or pop bumpers underneath the playfield, you'll need to remove the two screws that hold the coil bracket in place. This will allow you to remove the coil and replace the coil sleeve.
slingshot kicker.
Polish the Pop Bumper Rod and Ring.
As simple as this seems, if you increase the angle of your pinball machine, it will play faster! Try moving your two inch rear leg levelers up all the way. Then put your front leg levelers down all the way (or remove them!). If you playfield is clean and waxed, this will increase ball speed dramatically.
Make sure your Flipper Return Spring is not Over-wound.
Clean and Adjusted EOS & Flipper Cab Switches. Also check the wires going from the flipper coil to the EOS switches. They should be stranded wire, not a solid core wire. If it is solid core (very common on Williams games), replace it with a good quality stranded wire. Solid core wires can easily break internally, making the flippers weak. Don't forget to check the cabinet flipper switches too. They take a lot of abuse and need to be filed clean too.
More Powerful Pop Bumpers and Slingshots.
I don't tend to do this modification to the slingshots on games with small flippers. The problem with really strong slingshots is the game gets a lot harder to play! The ball kicks around more, and is much hard to catch in the flippers. Not a problem for long flipper games, but short flipper games become quite difficult to control the ball. But I definately do this modification to pop bumpers. Good strong pop bumpers makes a game much more lively and fun. Be your own judge. Start with doing the pop bumpers and see how you like it.
Left: Un-wraping the coil winding from the coil. Here we're about
half way through the first coil layer.
Ever notice when you plunge the ball how "dead" the upper ball arch's round rebound rubber seems? Even a brand new rebound rubber is hard and dead. But you can re-face these rebound rubbers to give them added bounce and life. This makes the game seem much "snappier" and fun. Just stretch a red mini-flipper rubber over the rebound rubber (don't use black mini-flipper rubbers, they are too hard). This will give instant life to an old, dead rebound rubber, or to a new rebound rubber. It is also easier to clean and replace. Mini-flipper rubbers are used on newer games like Twilight Zone and the Addams Family.
Playfield Angle. If you find the flippers too weak, you may have to decrease the playfield angle. But if you rebuilt the flippers with a new fiber link, plunger and coil sleeve, this shouldn't be a problem.
* Go to the EM Repair Guide Part 1 * Go to the Pin Fix-It Index at http://marvin3m.com/fix.htm * Go to Marvin's Marvelous Mechanical Museum at http://marvin3m.com |