Coin Operated Games to 1978, Part Two by cfh@provide.net, 08/23/03. 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 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: |
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: the Gottlieb Reset Bank and Reset Relays.
The Gottlieb Reset Bank was used till 1975 (when it was replaced by the Ax, Bx and Cx latched relays on multi-player games). Super Soccer (1/75) seems to be the last multi-player game with a reset bank. Single players games got rid of the reset bank sooner; Pop-a-Card (3/72) or Space Orbit (4/72) were the last single player games with a reset bank (Grand Slam 7/72 does not have a reset bank). 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 properely: 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 major player 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. 3d. When Thing Still Don't Work: the Score Motor
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-magnetic field collapse 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. 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! On Gottlieb games, there is also a "brake" switch. This is easy to identify; it's the score motor switch with no wires attached! It's purpose is to stop the score motor from "over running" a "home" position. If this switch is broken, this can also cause the score motor to over shoot a home position, and to continue running endlessly. More Score Motor Stuff. Slow and Sluggish Game Motors and Score Motors. 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. 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.
First remove the motor from the gear case. This is not alway possible (depends on the motor), but it is very helpful if it can be done. To get inside the gear case, the case will need to be split. But first remove the motor from the gearbox. This is not always possible (depends on the motor).
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 properely). 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. 3e. When Things Still Don't Work: Start-Up 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 and later 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). 3f. 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.
3g. When Things Still Don't Work: Reading Schematics (part two) and Fixing Game Features
Often a particular game feature just won't work properely 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 properely. 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 properely! 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 properely. 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. 3h. 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.
3i. Gottlieb Coin Doors: 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.
3j. Coils Explained: Testing Coils/Low Resistance Coils Coils 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 is 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 will not be seen unless one lug of the coil is freed from its connecting wire. 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). 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. So how do coils go 'bad'? If they get hot, the wire's enamel painted insulation will burn, allowing adjacent turns of the wire to short against each other. This can greatly reduce the resistance of the coil, making it unusable. Shorted coil windings (even if the total resistance is not less than 2 ohms) also messes up the magnetic field of the coil too. 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.
Coils often have the numbers AE-22-1200-1 or something similar. Here's what this means:
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). |
4a. 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. Add-A-Ball Free Play. AAB games are pretty easy to identify; they do NOT have a credit wheel! Also 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. Since there is no credit wheel, the procedure to makes an AAB game "free play" is a bit different than a replay game. Setting free play on an AAB is often easy if a coin door coin switch automatically starts a new game (when a coin is dropped into the coin door), and there is a start button on the game. Just cut and tape off the current wires going to the start button. Then move (or jump) the wires from the coin switch to the start switch. Note early Gottlieb AAB's don't have a start button on the coin door (remember, no need for one as dropping your money in the coin chute started a game automatically). Often you can bend the coin switch's activator wire lever so it is moved by the coin return button! This is an easy 30 second modification, which can be easily reversed. Starting the game only requires pushing the coin return button on the coin door. 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! 4b. 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. 4c. 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. 4d. 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) about 4 or 5 volts. This gives your pop bumpers, kickers, and flippers a bit of extra power. Don't worry, you won't burn out coils faster with this setting. I set all my EM games to high-tap and it gives them just a bit more punch. 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 35 ohm 10 watt resistor to knock the 30 volts down to 6 volts. If you go to high-tap, you have to double this resistor to 70 ohms. Otherwise that bulb (only) will fry immediately. 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 voltage.)
Steve Young at Pinball Resource (see the parts and repair sources web page) sells high-powered flipper coils for Gottlieb and Bally games. They are about 20% more powerful than the originals. I like these a lot, especially in small 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 flipper games, they are mandatory for me. But I like them on long flipper games too. I use these and hi-tap together. Note high-power flipper coils 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 flippers (including zipper flippers) is AF25-600/31-1000. This is the same power winding 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, Pinball Resource (see the parts and repair sources web page) now sells zipper flipper rebuild parts. 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. New Coil Sleeves. 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 |