Coin Operated Games to 1978, Part One by cfh@provide.net, 12/02/03. Copyright 1998-2003, all rights reserved.
Scope. Updates of this document are available for no cost at http://www.marvin3m.com/fix.htm if you have Internet access. This document is part one of two (part two 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: |
1a. Getting Started: Introduction What is an "EM Game"? Throughout this document there is a lot of reference to Gottlieb, and Bally, Williams, Genco, and Chicago Coin less. There is a reason I do this; Gottlieb EM pinball games are considered the "most collectible". But I do cover Williams, Bally, Chicago Coin and Genco too. All these games work essentially the same, though the exact mechanisms may be slightly different. How About Bowler, Pitch & Bat and Arcade Games? EM games are 25+ years old. This means they have seen a lot of use. Many times these game have been purchases "as is" from a basement or warehouse or barn, and they haven't been serviced in many many years. And before getting to these storage places, often the games were played to mechanical death. Fixing them usually isn't just a simple, "fix what's broken", approach. Instead I preach a more systematic approach. The end result should be a good working game that will play for years and year (I find EM games repaired in this method to be extremely reliable, much more reliable than solidstate games). This method also works well because every game is wired different. There is no common circuit board used between games (like on solidstate machines). So understanding the schematics on each game can be overwhelming, especially for someone new to EM repair. This systematic approach should limits the amount of schematic reading needed (but you should definately get the game's schematics if you don't have them). Got Schematics? Why is this Document Available? After some digging, I found there were two books available. This included Russ Jensen's Pinball Troubleshooting Guide and Henk de Jager's Pinball Machine Maintenance. These books cover EM pinballs exclusively. Although these books are good, they are also very long and difficult to read (though of the two books, I personally found Russ Jensen's to be the best, as Hank's book is an English translation, and was just overwhelming to read). I wanted to just jump in and start fixing, without all the intros and long text (yes I am impatient!) Also since I am a very systematic person by nature, I wanted some way to fix these game in a cookbook style. Hence this document was designed with a systematic approach to EM repair, with a "get in and fix it" attitude. This document is geared towards beginners, and should be read "top down" and in its entirety (well, at least up to, but not necessarily including, part 4). All steps need to be done on the games too, nothing skipped! Voltages Inside EM Games. 1b. Getting Started: Necessary Tools
Non-Specialized Tools Required: The white towel is useful when the playfield is tilted up, and working on the bottom of the playfield. Lay the white towel over the bottom panel of the game. If any parts fall when working on the playfield, they will be caught by the towel! (instead of rolling under the bottom panel, proceeded by searching and swearing). Don't forget to remove the towel before turning on the game! These non-specialized tools are stuff you probably already have, or can buy at Sears, etc. Specialized Tools Required: Cleaning "Tools" Required: Novus is available at many places (my local grocery store sells it), or from any good pinball vendor. I don't recommend MillWax, but others like it (mostly because they have been around for a LONG time and are used to them). Johnson's paste wax or Trewax can be bought at a local hardware store or Kmart. For the lubricant, I like the Radio Shack Teflon grease. It has Teflon in it, dirt tries to slide right off and does not stick to the grease. It works great. 1c. Getting Started: Parts to Have On-Hand
Parts to have:
1d. Getting Started: Lubrication and Contact Cleaner Lubrication. The only parts that will require any lubrication are metal-to-metal moving parts. There aren't very many in an EM game. So keep that lubrication in the tool box and away from the game. When there is a need to lube an EM game, using the right lubricant is very important. Do not use white grease or WD-40. White grease solidifies and WD-40 gums up in a short amount of time. Do not use silicone-based lubricants either. The only lubricant needed is a simple #10 oil, Williams CoinOp Lube, or the Teflon based grease that Radio Shack sells. Personally I like the Radio Shack Teflon grease ($2.99). Contact Cleaner - BAD. Contact cleaner is made for LOW VOLTAGE situations. Low voltage means +5 volts. EM games are HIGH VOLTAGE. Contact cleaner is *not* designed for high voltage, and does *nothing* to fix or clean a high voltage switch! Really contact cleaner was made for gold or tin low voltage (+5 volts) switch contacts, not the silver or tungsten high voltage contacts used in EM games. Don't try and use a chemical to solve a mechanical problem. Also contact cleaner is *extremely* flammable. I have seen people spray it in a game, turn the game on, and the game burst into flames! Because of the high voltage and the switch arc, the contact cleaner explodes into a ball of fire. Typically this will start the cotton cloth wire insulators on fire too, rendering the game unrepairable (after the fire is put out!) All that is left is bare wire with no insulation.
Silver chloride (an insulator) is completely different than silver sulfide, which is a conductor. Silver sulfide is the black dust normally seen on switch contacts (the black dust is not necessarily a bad thing). The other problem with contact cleaner is most people spray WAY too much of it. This allows contact cleaner to get into the bakelite switch spacers, the wire insulation, and the plywood around the switches (the bakelite switch spacers can shrink with contact cleaner, changing the gapping of the switches). This over-use of contact cleaner provides a constant source of the cleaner, and causes even more problems down the road. And after the user thinks it's all clear to turn the game on, BOMB it bursts into flame (again!) 1e. Getting Started: Electrical Parts of an EM Game. Before trying to fix an EM game, it's a good idea to know something about the parts inside the game that we will be working with. With a general understanding of the following, fixing an EM game will be much easier. EM games consist of several electrical and mechanical parts. Each of these is described below.
Genco's DC Dilemia. The biggest symtom of a failing Genco selenium rectifier are coils that are "weak". For example, the classic case is the bell solenoid just doesn't have enough juice to ring the bell. The bell plunger goes up, but it doesn't strike the bell with enough force to actually sound the bell. Or when the score reels or continuous units reset, they do it lathargetically. Because of this, the selenium rectifier should be replaced with a conventional bridge rectifier. Radio Shack sells a 25 amp 50 volt bridge with lugs that works just fine, though I personally use a 35 amp 200 volt bridge (because I already have them around for solid state games and their power supplies). The new silicon bridge is easy to hook up to the Genco transformer. Just remove the two top outside green wires going from the transformer to the selenium rectifier, and connect them on the two AC lugs of the bridge (the bridge's AC lugs are diagonal to each other, and usually at least one is marked "AC"). One of these transformer leads should go through a 10 amp fuse (which would blow if the new silicon bridge shorts, which does happen). Then the upper solo output wire from the selenium rectifier (which has a cloth wire going to the harness) should then be connected to the negative lug on the silicon bridge. The "+" (positive) silicon bridge lug is then connected to the transformer's top center lead, which also connectes to the old selenium rectifier (cut the connection to the old rectifier though). After mounting the wires, put a wood screw through the hole in the center of the silicon bridge, and screw it to the wood panel. Leave the original (and now disconnected) selenium rectifier there, for that "original" look.
Switches.
Normally Closed means the two contacts are closed (touching), and are connected. Activating this switch opens the two contacts, and turns off the circuit. Gottlieb identifies these types of switches as "B" contacts. Make/Break means there are three contacts on the switch. A middle or common contact, a normally open contact, and a normally closed contact. When this type of switch is activated, it closes the normally open contact, and opens the normall closed contact. Gottlieb identifies these types of switches as "C" contacts. Bakelite Insulators are the small brown fiber-looking plates between the switch contacts. These insulate the switch blades from each other in the switch stack. Fish Paper is an insulating gray paper used between switches, mostly in switch stacks. It prevents one set of switch contacts from shorting against another. Often this paper gets worn and damaged. This can cause adjacent switches to short. Inspect the paper, and replace where necessary.
Latch-trip relays are a common source of problems. For example, if a Bally or Williams pinball won't light up after turning it on (and pressing the left flipper button!), often this can be traced to the switches in the game-over latch-trip relay. Gottlieb latch-trip relays used during the 1970s are even more troublesome. The switches in Gottlieb latch-trip relays have a very small amount of travel. This means they must be adjusted perfectly to function correctly.
Solenoids (Coils).
Flipper Coils are a unique type of solenoid. This coil is actually two coils in one package. One part of the coil is the high-powered side, and is usually about 3 ohms. This uses large diameter wire, with a limited number of turns (low resistance). Since there is low resistance, the power can travel quickly and easily through these windings. This part of the coil gives the flipper its initial power to kick the ball. The second part of the flipper coil is the hold side, and is usually about 100 to 150 ohms. This acts much like a hold relay; lots of turns of thin wire with high resistance. This part of the flipper coil is normally shorted out and bypassed by a normally closed end of stroke (EOS) switch. It works like this: When the player presses the flipper button, the high-powered side of the flipper coil is activated, and the low-powered side of the coil is bypassed. The high-powered side of the coil moves the flipper plunger through it's stroke. As the flipper reaches it's end-of-stoke (EOS), the flipper pawl opens the normally closed EOS switch (which has shorted out the low-power side of the flipper coil). When this switch is opened at the end of the flipper's travel, the electricity passes through both the high powered and low-powered sides of the flipper coil in series (one after the other). The combination of these two coils together (with a combined resistance of the two coils) allows the player to hold in the flipper button without burning the flipper coil. If the high-powered side of the coil was activated alone for more than a few seconds by itself, the coil would get hot, smoke, smell, and burn, and probably blow the game's solenoid fuse. Score Motor.
Score motors also have a "Home" or "Motor Run" switch. The purpose of this switch is to keep the motor in motion (after some external circuit started the motor) until it finishes turning through a "cycle", ultimately resting at a "home" position. Most score motors have two to four cycles per cam revolution. This is all fine and dandy, but what purpose does the score motor serve? Its job is to make a certain feature repeat a desired number of times. For example, say in a pinball machine the player hits a 50 point target. To score 50 points, the 10 point relay must be engaged five times. This repeated usage of the 10 point relay is done using a 50 point relay and the score motor. The 50 point relay engergizes, which turns the score motor on for just a moment. Once the score motor is on, it will continue to turn one cycle, and then shut off (thanks to the home switch). As the score motor turns through its one cycle, a score motor switch is opened and closed (pulsed) five times which turns on and off the 10 point relay, through a closed switch on the 50 point relay (which is still energized thanks to yet another score motor switch). This registers the required 50 points on the score reels. After the five pulses of the score motor switch and the completed cycle, the score motor stops and the 50 point relay de-energizes (because of yet another score motor switch opens turning the 50 point relay off). This whole process takes about one second, and involves a number of switches. It's computer logic without the computer! Another usage of the score motor is for reseting the score reels to zero when a new game is started. Each score reel (discussed more in detail below) has a zero position switch that opens when a the score reel is at zero. Using a reset relay and a score motor switch, a circuit to the score motor is used that pulses the score reels until they all reset back to zero. Once all the score reels' zero position switches are open, the score motor circuit opens, and the motor stops turning. Again, as with the 50 point example above, the score motor is used to do a task (pulsing the score reels) multiple times.
Stepper Units.
A common type of stepper unit is called the reset stepper, which uses two solenoids. One solenoid is known as the "step up coil", which advances the unit one position via a ratchet mechanism. This moves the wipers to the next set of contacts on the stepper. As the stepper increments, it winds a clock style spring tighter. Eventually the unit will come to some mechanical end, where it can no longer advance. There is also a second "reset coil" which releases the ratchet and resets the unit back to the "zero" position, regardless of its current position. Reset steppers are often used for scoring on games with no score reels (pre-1961). They are also used on newer style games as ball and bonus counters. Yet another type of stepper unit is called a continuous stepper. These have just one solenoid, known as the "step up" coil. The only difference between the above reset stepper and the continuous stepper is the lack of a reset and there is no clock spring. To bring a continuous stepper back to the "zero" position means stepping through all its position to get back to zero. Continuous steppers are used where resets are not required, like in a "match unit". They were also used from pre-1961 as the low-score unit (the unit that kept track of the lowest score numbers in the game, like the 1000s or 10,000s). Another type of continuous stepper is the score reel (see the score reel section below for more information). The last type of stepper is the increment/decrement unit. There are two coils on this unit, a "step up" coil and a "step down" coil. The step up coil works just like the other two steppers, using a ratchet mechanism to advance the stepper one position. But the step down coil also has a ratchet mechanism that decrements the stepper one position. A good example of the increment/decrement stepper is the credit unit. Most stepper units also use at least one End Of Stroke (EOS) switch for the stepper coils. When a stepper unit's solenoid energizes, this switch closes (or opens) as the coil plunger moves. Also most stepper units have some sort of zero position switch. Schematic Symbols.
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2a. Before Turning the Game On: Check the Fuses and Fuse Holder
There are at least three fuses for any EM game. One fuse for the solenoids, one for the playfield lights, and one for the backbox lights. There may be more (depending on the game). Often there are fuses located else where too, like on the bottom panel of the game. There's usually a fuse for the the reset bank, and sometimes under the playfield for certain features. Testing Fuses: the Right Way. (Side Note: a "buzz" on the meter means zero resistance. If no "buzz" is heard, either the circuit is OPEN, or the resistance is 100 ohms or greater. If the meter doesn't have a continuity function, just use the lowest resistance setting. A good fuse will measure zero ohms.)
Often the fuse holders on EM games are tired and have lost their "spring". This will cause a bad power connection. Symptoms include missing all lights on the playfield or backbox, all coils don't work, or a game that just won't power on. This is very common on Bally games. Often the fuse holder's tabs can be bent for a better connection, though sometimes the tabs will break doing this. Keep a stock of new fuse holders around and replace when needed. Also clean the fuse holder. These can be so dirty, the fuse won't make contact to the holder. Dirty fuse holders can also cause resistance, and the heat generated can cause the fuse to open (blow). What Causes a Fuse to Blow? The first thing to do is to vacuum all the crap out of the inside of the game. It amazes me what you will find inside an old game, and often when the game was moved, this junk can lay across some wires or contact points and cause a blown fuse. So vacuum the bottom of the game (but save all the parts you find, including loose nuts and bolts). If the 120 volt line fuse is blowing, look for a shorted power cord or a shorted transformer (rare, but it does happen). If the game is blowing a 6 volt lighting fuse, that is often caused by a shorted light bulb or light bulb socket. The best way to find that is by visually inspecting each lamp socket. Remove all the light bulbs too (you were going to replace them all with new #47 bulbs anyway, right?) If the fuse stops blowing with all the bulbs removed, then there was a shorted bulb. Replace the bulbs one at a time with the game turned on to find the culprit (or just install new bulbs). Sometimes flashing #455 bulbs can short too. If the light fuse still blows with all the bulbs removed, there is either a shorted socket, or maybe a short at a connector (see the section below on connectors). If the 30 or 50 volts solenoid fuse is blowing, this can happen from a low resistance EM coil (please see that link for more information). Also on pinball games, if the flipper coil's EOS (End of Stroke) switch is not adjusted correctly, this can cause the solenoid fuse to blow. See the flipper coil explaination section above for a description of how the flipper coil and EOS switch work together (but basically the flipper EOS switch should open when the flipper is fully energized; if it doesn't open, a burned flipper coil and/or blown fuse will result). Also on (primarily 1970s Williams and Bally) games with selenium or bridge rectifier or diode(s), these can short and blow its accompanying fuse. Starting in 1972, Williams changed their pop bumper and slingshot kickers to operate on DC voltage. Bally also made this change in 1976. To do this, Williams and Bally used a silicon Bridge Rectifier. Unfortunately, sometimes the bridge shorts internally, and will blow the solenoid fuse when a game is started or when a pop bumper/slingshot coil fires. Please see When things go wrong for more information on fixing this. 2b. Before Turning the Game On: Check the Plug Connectors and Lamp Sockets
Alternatively, use a small wire brush and clean the connector pins. This works really well too.
Often the insulation on the wires going to the male connector pins has shrunk or is pushed back. This can cause the bare wire to short against an adjacent connector pin or wire. If this happens, a blown fuse is the likely result (in addition to some function of the game not working). To fix this, the tip of the connector pin will need to be heated with a soldering iron, and the wire pushed further inside the pin (add some solder to the wire end of the connector pin too). Also check for broken wires on the male plug. And finally look at the bakelite material that holds the pins. Sometimes these crack and break. If this happens, there isn't much that can be done except for replacement (though sometimes the bakelit can be reglued with Super Glue). Bally Connectors.
Gottlieb Coin Door Connector.
Though bad lamp sockets aren't going to make a game not work, they are really annoying. Lamp sockets are made of metal and a fiber insulator. They are pressed together to form an air tight seal against the parts. But as time marches on, the fiber insulator shrinks, and air gets between the parts. Corrosion comes, and the socket becomes intermittent or doesn't work at all. Often playfield lamp sockets can be repaired, but really the best solution is to replace faulty sockets. Backbox sockets (the lamps behind the score glass) can almost never be repaired, and must be replaced.
2c. Before Turning the Game On: Switch Contacts A Word of Wisdom and Caution... I did clean and check (and often adjusted) every contact on that Nip-It game. And in reality, his advice did NOT work. I ended up with a game that worked far worse than when I started. I created problems that weren't there in the first place. This was mostly because I didn't have the experience to tell when a switch really needed adjustment. There is a moral to this story: "if you're new to EM games, don't fix or adjust what isn't broken". If you are experienced in EM fixing, then fine, check and/or clean every contact and adjust only as absolutely necessary. I do this now that I have the experience, and it works quite well. Before I even turn the game on, I clean and check all switch contacts. BUT if you aren't experienced, please be careful! Potentially problems could only become worse. Just follow along and do the bare minimum amount of contact adjusting, and only when you are absolutely sure the switch needs adjusting. Newbies can clean all the switches, but don't go nuts. Again, it could make things worse. Newbies should definately give all switches an "examination" though. Look at the switches, and check for obvious flaws. Broken wires (vibration will often break wires from their switches, especially on score reels), crud fallen between switches, hacked up and over bent switches, etc. If a switch clearly looks out of adjustment, then compare it to a neighboring switch of the same style. If an examination of five similar switches shows the suspect switch as "different", that's a fair indication the suspect switch may need adjustment. But remember; think before acting, and be aware of the consequences if an improper adjustment is made! For the most part, even a newbie can clean switches, and the game will be "better off" for it. This assumes the newbie does not file the switch's contact to nothing, and does not change the adjustment of the switch. If the newbie just can't leave well enough alone, tighten the screws on the switch stack only, and don't adjust the switch! Why Do Switch Contacts Get Dirty? Self Cleaning Switches? Cleaning the Contacts.
Other times using fingers or a screwdriver to get pressure on the contacts for filing won't work. For example, on Gottlieb game feature and reset banks, there just isn't enough room. Instead use needle nose pliers. Just gently hold the two contact together with the pliers and the flexstone between them. Silver Contacts versus Tungsten Contacts. Self-Cleaning Contacts and Types of Switches.
Normally Closed (NC) switches should be adjusted the same way: make sure as the switch opens and closes, there is some wiping action. A 1/16" contact distance when open is desirable in most cases. Make/Break (M/B) switches are the toughest to adjust. They have about the same amount of travel as the normally open and normally closed switches, but have two contacts to make and break and wipe clean. Adjusting these is difficult. The best method of switch adjustment is this: adjust the switch blades so that the contacts either open or close at the half way point of their operation. This will give the most reliable, self-cleaning action. This holds true for relays and playfield switches. Damping (Pre-Tensioner) Switch Blade.
(why do switches get out of adjustment?) Every EM switch stack consists of metal blades, and bakelite insulating spacers. With time and changes in humidity and temperature, the bakelite spaces can expand or contract. When this happens, the spacing on the switch blades will change. When I am working on an EM game for the first time, I like to access the general health of the switches. This is easy to do; just try tightening a couple different switch stack screws. If the screws are generally tight, the health of the switches is probably good! If the switch stack screws are loose, this means you will no doubt be doing a far amount of switch adjustments (the bakelite has shrunk with time, changing the gap in the switch blades). This is good information to know, BEFORE you start adjusting any switches! Also, if the switch stack is not tight, the bakelite insulators can become damaged with humidity (because moisture has greater access to the bakelite spacers). So keeping the switch stack tight is a good idea. Note the adjustments made to the switch stack will not be forever consistent. At some point (could be many years!), the stacks could "loosen" again, and switches will probably need re-adjustment. Tightening a few different switch stack screws in the game will give you a general idea of the game's switch health. If you found a few loose, keep this in mind. Since your sample is loose, the whole game will probably need more switch attention.
If a switch needs adjusting, tighten the switch stack before starting. Since tightening the switch stack will change the spacing of the switch blades, don't forget to tighten the switch stack BEFORE adjusting the switch blades! When tightening a switch stack, it is best to tighten the screw closest to the switch contacts first. Though this is not a big deal, this is what Gottlieb recommends. If the switch stack is really loose (or the switch stack was disassembled to replace a blade), alternate the tightening of the screws. That is, tighten one screws a turn or two, then change to the other screw. Be careful not to kink the metal switch blade, and not to crush a bakelite spacer. Adjusting Switches. Adjust the short (stationary) blade contact only (and the damping blade if the switch has one). Put your contact adjuster on the short blade (and the damping blade), and slide it down to the bakelite insulator stack. Bend the blade (gently!) here. A small adjustment of just a few thousands of an inch is all that is required. If you are making large adjustments, you are probably doing something wrong! (or someone else previously mis-adjusted the switch; large gross adjustments at the switch stack could break the switch blade). Usually the only time the long (moving) blade of a switch will ever be adjusted is if someone before mistakenly did this. Otherwise the moving blade of any switch should not be adjusted. There are some exceptions to this. For example, make sure the moving blade is pressed against its activator (a wire form for rollover switches, or armature for relays). If it is not against its activator, then the moving blade will need to be adjusted. Having the moving blade against its activator can make a big difference, especially on Gottlieb relays that have a very short switch throw. On relays, look at the blade where it is inside the armature slot. If the blade is at the "bottom" of the slot, the blade will have *less* travel (and hence the switch will be less reliable and harder to adjust). Those blades at the "top" of the slot will move the most when the relay is activated, and all moving blades should be adjusted to have the most travel. Note this is not for the faint of heart. If there are any doubts, don't adjust the moving blade! It is important to adjust EM switches at the switch stack (that is, where the switch blade touches the bakelite spacers). This is how Gottlieb (and some very well-known EM game mechanics) recommend EM switches be adjusted. Do not adjust switches on the length of the blade (unless a previous adjustment mistake needs to be corrected, where the switch was grossly mis-adjusted!). The reason for this is simple; adjusting the switch anywhere but at the switch stack will compromise the "temper" of the switch. Every switch has a certain "temper" or "springiness", depending on the length and thickness of the switch blade. If adjusting the switch anywhere but at the switch stack, the temper can be compromised. Remember, only small adjustments to a switch blade is being made. If someone before really mis-adjusted the switch, and very large switch adjustments are required, this may have to be done over the entire length of the blade. But for normal switch adjustments, adjust the switch blade (gently and slightly) closest to the switch stack. It should be noted that Williams recommends switches be adjusted across the length of the switch blade. This is contrary to what Gottlieb recommends. My feeling is unless correcting someone else's adjustment mistakes, adjust the switch at the switch stack only. The "temper" of the switch is important; this determines how much "spring pressure" the switch puts on its associated parts. If adjusting the switch blade along the length of the blade, this can change the temper. On relays, this can cause a relay to not work properely (if the spring pressure is reduced), or to "buzz" loudly (if the spring pressure is increased). For this reason, only adjust switches at the switch stack.
Fish paper is the insulating gray paper seen between switches, mostly in switch stacks. It prevents one set of switch contacts from shorting against another. Often this paper gets worn and damaged. This can cause adjacent switches to short. Inspect the paper, and replace where necessary. A Good Reason to Inspect/Clean Every Switch.
Let's repeat that: Think BEFORE Adjusting! If adjusting more than about 5% of all switches on an EM game, you are probably doing something wrong! Stop now before troubles become worse. Unless the game has been mangled, adjusting more than 5 switches out of 100 is very unlikely. See the above "Word of Caution"... There is an old trick that can be used to find problem switch(es) in an EM game. For example, one reader explained this problem: "My Williams Spanish Eyes machine had an interesting problem when I first got it. Just before the first replay value of 50,000 points (at 40,000) the replay knocker would begin to rapidly fire for several seconds...It sounded like a machine gun firing! It did this every time at 40,000 points. It seemed like a switch could be out of adjustment and oscillating, causing the knocker to 'machine gun'." At this point, most people would get out the schematics, and hunt down the problem. But wait a minute! Why not turn out the lights and look for the infamous "blue sparks" to find the trouble switch(es). In this example, the reader ran the game up to 39,000 points with the playfield up and the back box opened up, then turned out the lights. Only then was the last 1,000 points scored manually with the playfield glass off. The knocker started to 'machine gun' again, and right in tune with it was a display of blue sparks coming from a switch controlling the thousands scoring. In this example the switch blades were adjusted too close together. Two minutes later the problem was fixed. The schematics weren't even needed. This technique can be used to find direct shorts too. Just a warning though: this "dark room" technique certainly won't help fix every problem. And on games that are completely dead, it won't help at all. 2d. Before Turning the Game On: Score Reels The Biggest Problem in EM Games. Think about it: what's the most used (abused!) device on any EM game? The score reels! (Note: if a 1950's game without score reels, skip to the Stepper Units section.) The score reels move for every point scored, hundreds of times per game. If the score reel contact points are mis-adjusted, the game will never complete its start-up sequence! This is definately the most common problem in EM games. It's pretty easy to identify this problem too: press the "start" button on the coin door, and the score motor in the bottom of the cabinet "runs". It never stops, and the game never starts. The reason the score motor is running is the game doesn't think the score reels are reset to the zero position. This happens for a bunch of reasons, but usually it's because the zero position switch(es) are out of adjustment or dirty (though sometimes it can be as simple as a wire broke off the score reel solenoid or score reel edge card, or the solenoid is dirty and sticking). All Score Reels are Very Similar. The other difference in score reels between manufactures is the sometimes used "circuit board" on the score reels. This circuit board is used for the match and high score sensing (so not all reels or even all games will have these). The point I'm trying to make is score reels are basically all the same. Here is what they all have in common: Sometimes there will be other switches or components on the score reels too, but above are the most common. Removing a Score Reel. Checking for Mechanical Problems. Also check the return spring tension. The return spring pulls the coil plunger mech arm back after the plunger pulls in. It has to do this with enough spring strength to move the score reel to the next digit. Sometimes these springs are old and tired, and need to be replaced (in the short run you can cut 1/4" cut off to temporarily rejuvenate the tension). This doesn't happen often, but it does happen. But before doing that, make sure the mechanism is clean (see previous paragraph). Increasing the spring tension on a dirty, sluggish mechanism doesn't help anything! Manually Moving the Score Reel. For a test, turn the game on and try to start a game. Do the the score reels move to zero? If not, try manually moving all the score reels to the zero position. Now try starting a game; does the score motor stop running? It may or may not, depending on what is wrong. If the switches are out of adjustment or dirty, the score motor may still run. If the game starts after manually moving the reels to zero, just cleaning the score reel mechanism so they could turn easily may fix the game!
If the game still won't start, it's a good idea to examine the score reel switches. Clean and maybe adjust the zero position or nine position switches. All score reels will have some sort of cam that opens and closes a set of switches as the score reel moves to the nine and zero positions. On 1970's games, this is real easy to find. These switches are on the outside of the reel, and easily seen. On early "rat trap" Gottlieb score reels this is a bit more difficult. Score reels with printed circuit boards on the outside will need to be disassembled to get at the switches (see pictures). Starting in 1967, Gottlieb switched to the "decagon" score reels (the reels themselves are a decagon shape, and are not round). The switches on these units are much easier to access.
There is also a nine position switch on all the score reels (except for sometimes the last, largest number reel). When the score reel is in the nine position, it closes one or two switches which tell the next score reel in line to move up one when the current score reel advances to zero.
Clean all the nine and zero position switch with a flexstone. And make sure they operate with a good wiping motion, and adjust accordingly. But be careful in adjusting the zero and nine position switches. There is a balance between switch blade tension and the amount of "horsepower" available to turn the score reel. If the switch blades have too much tension, the score reel may "hang" and not move past the nine or zero positions. This is a common problem, and some (incorrectly) change the return spring tension to try and compensate for it. Lastly, many score reels have a score reel solenoid EOS (End Of Stroke) switch. Make sure this switch opens when the score reel solenoid is fully engaged. Also clean this switch. See below for more details on this switch.
Williams games have a particular problem with cracked solder joints on the wires soldered to the score reel switches (zero, nine and EOS switches). This happened because of an inferior manufacturing technique William's used to attach wires to the solder lugs. This can cause game reset problems. It's a good idea to pull on each wire going to these switches to check for cracked solder joints. It's almost a guarentee to find at least one wire with a cracked joint on any Williams games. To properely fix this, cut the wire(s) clean and twist together. Heat them with your soldering iron, and apply some solder. Now heat the solder lug on the score reel and flow the tinted wires into this joint. A smooth joint will not break. Clean the Score Relay Switches.
Each score reel will have an end-of-stroke (EOS) switch for its coil. This normally closed switch will open as the coil plunger reaches its end of stroke when advancing the score reel. The EOS switch's purpose in life is to break the power going to the score relay. If this switch never opens, a score relay can get stuck on. This can lock on the score reel coil and any feature (such as a bell or chime) wired to the score relay. This EOS switch needs to be cleaned and adjusted properely. What about a missing or broken score reel EOS switch? In reality this is usually Ok, and very common. Often one of the blades on the EOS switch breaks off (from constant use). This leaves the circuit permanently open. Again, this is Ok in most cases. The only problem that can occur is if the EOS switch becomes permanently closed, not open! If there is a broken score reel EOS switch, just forget it. Don't replace it (unless you are comfortable with this repair and insist your game works just like the factory intended). Having a broken normally closed EOS switch blade only makes the pulse slightly shorter for the score reel to move to the next position. The exception to this is if the EOS switch is a 3 blade make/break switch or a normally open switch. In this case it is performing a carry function and is critical. Testing the Score Relays. On Gottlieb games, the score reel relays can only be tested during a game. On Williams and Bally games, just turn the game on. Manually push each one of the score relays in by hand. The score reel it controls should advance. Note: when doing this in "game over" mode, if "0" is reached on the score reel, it will NOT advance the next score reel. But if you do this test in the middle of a game, when a "9" is reach, manually pressing the score relay again will advance the next reel one step too.
Remember, on Gottlieb games, the score relays can only be tested during a game. So if a game can not be started at this point, the score relays can not be tested. This is unfortunate, but there isn't any alternative. the "Art" of Manually Activating Relays. Each relay has the coil itself, a pivot point, and a metal activating lever plate with a plastic or bakelite piece that the switch ends ride in. To activate a relay, press the metal plate in towards the coil. But be careful, if pressed with a sideways motion or pressed too hard, t he metal lever plate can be knocked off its pivot point. This will mis-align the switches and cause chaos. It's easy to fix, but the mis-alignment may not be noticed, and all the switches in this relay will look like they need adjustment (when in fact they do not)! Score Relay Stuck On? Check all the playfield switches; one is probably "on", thus locking it's corresponding score relay on. If a closed playfield switch can not be found, it could also be a feature relay switch that is stuck on. For example, the Fifty point relay has a stuck switch which connects to the score relay. Some other things that cause a score reel to stick "on":
2e. Before Turning the Game On: Midway Motorized Score Reels (1965-1975) Starting around Mystery Score (August 1965) to about 1975 (when Midway largely converted to solidstate score displays), most (if not all) Midway pinball and arcade games used motorized score reels. I don't really understand why they did this, but it must have been some attempt at "making a better mousetrap". Unfortunately Midway did not succeed (at least in my opinion). The conventional solenoid driven score reels as used by all other game manufacturers were easy to work on and well understood by any decent game repairman. Midway's system was unique and not easy to understand or work on. They didn't really use less moving parts, and they weren't more reliable. And when the motors overheated and burned it wasn't as simple as replacing an inexpensive solenoid to fix it. For these reasons there are some people that avoid 1965 and later Midway games because of the motorized score reels. Myself, I find the unique game play of the 1965 to 1975 Midway games irresistable. For this reason, I have a love/hate relationship with these motorized score reels. How They Work. The system works like this: There is a relay latch mounted towards at the back of the score reels. The relay latch work on the "ones" (or lowest denominator) score reel. The other score reels (tens, hundreds, etc) also have a latch plate just like the ones reel, but no relay to control it. Each score reel also has a simple clutch, so that the reel can stop spinning while the score reel motor continues to spin. When the game is reset, the *reverse* rotating score reel motor turns due to a switch that closes on the start relay. All the score reels move to zero and then lock in place because of a groove in each score reel, which stops the score reel from spinning on its latch plate. The score motor continues to turn in reverse for a pre-determined length of time (determined by the game's "feature motor", which is the same thing as any other maker's score motor). If any score reel hits zero before the score reel motor stops turning, the score reel stops spinning on the score motor's rotating shaft because of the reel's clutch. Now that all the score reels are reset to zero, whenever points are scored, it is done by turning on the *forward* rotating score motor. This will move the lowest denominator (one's) score reel. Timing is used based on the score reel motor and feature motor's known RPM speed to achieve a particular score, in conjunction with the score reels latch relay (which pulls in, and allows the score reel to turn) and the score reels stepper-unit-like fingers on a bakelit disk. The tens, hundreds, thousands reels only move as the previous reel hits nine and advances back to zero.
At first it seems like an ingenious system, until you have to work on one! Usually each score reels has a pair of "fingers" which move across a bakelite disk, like a stepper unit. Often these bakelite disks and fingers need to be cleaned. Or the score reels do not have the proper "shaft slip" (clutch) for them to reset to zero. Or worse, the score reel motor burns. If any of these happen, the score reels need to be taken apart. This is where things get tricky, and I must warn you. DO NOT DISASSEMBLE THE SCORE REELS UNLESS YOU ARE SURE THEY NEED TO BE TAKEN APART. It is really easy to mess up the whole clutch system, so don't take them apart unless you must. The first trick is removing the reels from the backbox. To do this, tilt the backbox insert panel back. This will allow easier access to the difficult-to-access four machine screws that hold the set of score reels to the mounting base plate in the backbox. After the four screws are out, the whole set of score reels can be slide up and back. This happens because of a slip joint between the score reel motor and the score reels. At this point, STOP AND THINK. Any disassembly of the score reels is VERY risky. If not put back together correctly, the whole set of score reels will not work. And it is *very* easy to make a mistake! DO NOT take the score reels apart unless you have a darn good reason. Chances are excellent you will only make things worse. At this point, just examine the set of score reels. Are any wires cut or broken off the relay or bakelite plates? Does the latch relay look to be in good condition? Do the reels seem to move without binding when the latch plate is engaged or disengaged, in either direction? Usually any of these problems can be fixed without any disassembly of the score reels. The only thing that really can't be worked on is the cleaning of the score reel "fingers" and the bakelite plates the fingers ride. If the score reels must be taken apart, take good notes! This is very important. Also start on the side of the score reels *with* the locking "E" clip. Remove the clip and the two screws that secure the end plate. Then remove each notched washer, spacer, score reels, and bakelite plate. Make notes of how and where each part was removed. Stack the parts in order, making it easier to reassemble. Clean the score reel fingers and backlite plates with 600 grit sandpaper. Reassemble it all, making sure not to mess up the order of the parts. Pray that you did it right. 2f. Before Turning the Game On: Stepper Units The SECOND Biggest Problem in EM Games. The other common failure in EM games are the stepper units. Steppers have at least one coil that "steps up" the mechanism, and often another coil that "steps down" (or fully resets) the mechanism. Often these units bind. Stepper units are used for a variety of uses. If you have a 1950's EM game, they are used for the lightbox scoring. There's a stepper for each scoring range (thousands, ten thousands, etc.). Each stepper will have a step up coil, and maybe a reset coil (to reset the points to zero). Usually the lowest scoring stepper (like the zero to 10,000 point stepper) won't have a reset but will just rotate around to the zero position. Stepper units are also used extensively in score reel era games too. Uses for steppers include counting bonus points, keeping track of the current ball number, matching (at the end of a game), keeping track of number of credits, and keeping track of the player number (for two and four player games).
To clean a stepper unit, follow this procedure: Now manually test the unit. It should step up nicely, and step down (or reset) nicely. If there isn't enough spring tension to reset or step down the unit, wind the spring one more turn.
Something I always check with stepper units after they are rebuilt is the alignment of the "wiper fingers" with the "rivets" on the bakelite plate. With time, or because someone else messed with it, the metal contact point on the wiper fingers may not center on the heads of the brass rivets. This can even be so much of a problem that the wiper fingers line up "one rivet off" (though this is a rare, but I have seen it on a Williams game, where the ball in play unit was at "negative one" instead of "zero" when reset, and the game just would not play right!) Other symptoms of this problem are games that end at the wrong time. For example one user reported a problem with a Gottlieb Sky Jump (1975). After the fifth (last) ball had been played, the game was not over. A sixth ball was served, but as soon as the ball hit the trough switch the game finally ended to "Game Over" and the match feature lit. To check the alignment, after rebuilding the stepper unit, reset the unit to the "zero" position. Look at the wiper in relationship to the brass rivet it mates. Now advance the stepper a few times. Again, notice the wiper/rivet relationship. The wiper finger should center on the rivets, and not be off to either side. If it is off to the side, the bakelite plate needs to be adjusted slightly. Most stepper units have two, three or four machine screws that attach the brown bakelite disk to the frame of the stepper. If these screws are loosened, the whole bakelite disk can turn a few degrees in either direction. Loosen the screws just a bit, so there is still resistance on the bakelite plate. Now gently rotate the bakelite plate to align the wiper fingers to the center part of the rivets. After they are centers, move the stepper a few times to verify all positions have the wiper fingers centers. Then tighten the screws. |