Coin Operated Games to 1978, Part One by cfh@provide.net, 05/15/08. Copyright 1998-2008, all rights reserved.
Scope. Updates of this document are available for no cost at http://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: 3. When Things Still Don't Work:
Why is this Document Available?
EM Books and Videos Available. There are also several DVD videos available on EM repair, which subscribe to the Systematic EM repair approach outlined in this document. These videos are only $8 each and are available from marvin3m.com/top
Systematic Approach to EM Repair.
How Long Does it Take to "Systematically" Fix a Typical EM Game?
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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 Gun Games, Bowlers, Pitch & Bat, and other EM 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). Probably the single biggest problem with EM games is the grease the manufacturers originally used to lubricate the "stepper" units in the game. With time this grease turns to cement, and prevents the steppers from advancing or reseting. This single problem prevents most EM games from working (or working correctly).
Got Schematics?
Is there a Repair Manual for my Game?
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:
Circuit breaker. After getting the proper breaker, just solder a blown glass fuse to the breaker's terminals (and use some silicon to help hold the fuse in place and to prevent the glass tube from breaking). For EM work a circuit breaker the 5 amp size is perfect (I use 5 amp circuit breakers for the main EM solenoid and light fuses, and they work great). Anything below 3 amps will be too low for the solenoid circuit on a typical EM game for more than a couple seconds (mostly because the score motor consumes the most power, as coils are only "on" for just a moment). Remember circuit breakers don't blow as fast as a fuse, so you want to use a breaker that is lower amperage than the fuse it is replacing, which in most EM games will be 10 amps. It takes *forever* for a 10amp circuit breaker to blow in a game, so don't use a 10 amp circuit breaker for tech work (though the 10 amp does work well after you have the game all done, and you're out of fuses!) Better to use a cbreaker that is too low in amperage, than too high, when trying to diagnose a problem.
1c. Getting Started: Parts to Have On-Hand
Parts to have:
1d. Getting Started: Lubrication & Why Contact Cleaner/WD-40 are BAD.
Lubrication in EM Games. As a general rule, keep this in mind for EM moving parts: Metal to metal lube is OK. Nylon to metal NO lube. Nylon to nylon NO lube. And NEVER EVER lubricate the moving metal plungers inside coils (even if the metal plunger is moving inside a metal coil sleeve). Also NEVER lubricate the gears of the score motor. In regards to nylon, all reference I can find from professional plastics companies speak of Nylon: "no lubrication required". In fact a number of them mention how Nylon can be worn by various greases that collect dust and act as an abrasive paste! There is also a concern about Nylon expanding when it it lubricated. This is just more evidence that you should not lubricate any nylon parts. Generally the only parts that will require any lubrication are stepper moving "fingers" and some other 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. I tend to only use lubrication on stepper units and not much more than that. I used them on some 1950s score reels too (metal to metal) such as the pivot points for rotating arms. When there is a need to lube an EM game, using the right lubricant is very important. Do not use white grease. Do not use 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 Teflon based lube (that Radio Shack used to sell), or simple #10 oil, or Williams CoinOp Lube. Personally I like the Teflon Lube Gel. It's available from precisionreloading.com/superlube.htm and pinrestore.com as "Super Lube". Get the 3oz gel tube. This stuff is the best EM lubricant and the only EM lubricant you will need.
Contact Cleaner & WD-40 are BAD for EM Games. 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 and WD-40 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). There is no reason to use a chemical for a mechanical problem. Dirty and mis-adjusted switches is a mechanical issue. And you don't solve this type of problem with a chemical. 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!) If you insist of having to "clean" out your game, the best I can offer you is to do it this way: Take the entire bottom panel out of the game, and bring it outside. Stand it on end and use some compressed air to blow off the dirt and crud. That's as far as you should go when "spraying" the switch contacts on a game. 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.
Does a transformer ever go bad? Short version - NO. But I hear this all the time from inexperienced EM (and solidstate!) repair people - "the transformer is bad". In fact, this is never the case. In all the EM games I have fixed (I fix about 200-300 per year), *never* has the transformer been bad. I have seen one bad transformer though, and it was so obvious it was bad (it was a melted bloob of goo, since transformers are potted in wax, as they heat up and the winding burn, the wax melts and burns too). Luckily EM transformers are very easy to test. The primary wall voltage comes in on two lugs, and the transformer outputs at least 6 volts (for the lights) and 25 to 50 volts for the solenoids). So there are usually three output lugs, with one 'common'. Put a DMM meter on AC voltages and one lead on 'common'. Put the other lead on one of the other lugs and check for 6 volts AC and 25 to 50 volts AC. Note 'ground' is not a reference point here, the common lug is used instead.
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.
Lamps.
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.
A relay consists of a coil of wire wrapped on a ferrous core or 'bobbin'. A ferrous activator plate is held above the core of the coil. Activated by the plate are one or more pairs of switch contacts. As the relay energizes, it pulls the activator plate towards the wire coil, changing the state of switch conductivity (for example making a "normally open" switch close). An example of this would be a feature relay that is activated by a pinball playfield switch. This can turn on a relay, which will then turns on (or turns off) many other switches, which can score points and turn on numerous playfield lights. Or a low voltage 30 volt relay could turn on power to a high voltage 120 volt coil.
Relays also come in different Frame sizes. The two relays shown above are "short frame" relays. Companies use these relays in situations where a smaller footprint is needed, and a fast reaction time (like pop bumper relays). "Long frame" relays are used where space isn't such an issue. Long frame relays are easier to adjust and visually diagnose, and hence tend to be more reliable in operation.
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 "short frame" latch-trip relays used during the 1970s are even more troublesome (Ax/Bx relays on multi-players, Ax on single players). The switches in Gottlieb short frame latch-trip relays have a very small amount of travel. This means they must be adjusted perfectly to function correctly. Also the Ax/Bx switches can come out of their actuator plate slot (usually because someone messed with it and unknowningly knocked the switch blades out, and if they are not put back in the correct slot, the switch gaps will be all wrong and the game will never work.)
Solenoids (Coils).
Solenoids are much larger than relays, and usually have much lower resistance. Most coils have a resistance of 2 to 120 ohms (less than 2 ohms and the coil is becoming a direct short, and will blow a fuse!) The lower the resistance of the coil, the more powerful it is (for example, pop bumper coils tend to be about 3 ohms). High resistance coils are made to stay turned on. This includes the ball release coil (on pre-1967 Gottliebs), and the hold side of a flipper coil (more on that below). But for the most part, coils can only be on for very short periods of time (otherwise they will smoke and burn). Solenoids have a center hole through which a plunger travels until it hits a "coil stop". When a solenoid is switched on, it sucks this plunger down inside the solenoid coil. 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.)
Fuse Holders. 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). Once you know which fuse is blowing, it makes things a bit simplier as you only have to look at that circuit to find the short.
Use a Small Circuit Breaker.
Fixing a Failed Lamp Fuse. Look under the playfield for a lamp socket that has the "tit" bent over accidentally and is touching the "base" of a lamp socket. This is common on lamp sockets on the edge of the playfield, because the playfield can be accidentally lower at a slight angle bending a lamp socket. Also if you took all the parts off the top of the playfield to clean it, check all the lamp sockets incase something metal fell inside a socket. The easiest way to find a light short is to make a small "cheater" out of a small circuit breaker. Take a blown glass fuse, and solder the small circuit breaker to the ends of the fuse. Now insert the fuse into the game and turn it on. If there is a short, the breaker will 'blow' and can be reset. This makes finding the short in the GI circuit A LOT easier (and cheaper since you're not replacing the fuse a million times. Now to find the short. I break the circuit down into "half". That is I cut the GI wires as they enter the playfield (in the case of a playfield short), and power on. If the fuse does not blow, I add 10% to the string and re-cut. Keep doing this until the short if found. Also it's a good idea to do a visual inspection of 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).
Solenoid Fuse Blowing. Check the playfield switches and make sure none are stuck closed. Then examine all the coils for any burnt coil wrapers (a sign that the coil has been on for too long). You can use a DMM and measure the resistance of any suspect coils (see low coil resistance for details on this). Most often bell, chime, knocker, flipper and 00-90 unit coils seem to be most problematic in this regard.
Other Fuses. Gottlieb also used 1 or 2 amp fuses to protect the reset coil on large under the playfield and bottom panel reset banks.
2b. Before Turning the Game On: Plug Connectors Cleaning & Dim/Bad Lamp Sockets
Before plugging the connector in, take your 400 or 600 grit wet/dry sandpaper and sand the circumference of the male side of each pin of the plug. This is the area that the female plug bites in to. Wrap your sand paper around each pin, and rotate a few times. They don't have to shine like a new penny; just get the major crud off. Alternatively, I have found a better solution is to use a small wire brush and clean the connector pins. This works really well. I get the wire brush for $2 at Home Depot in welding department.
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. The only way to repair a broken female Bally connector is to replace it. Since these connectors are not available new, an old Gottlieb or Williams parts game can be used as a donor, and the female Bally part replaced.
It's also a good idea to clean the connectors that attach to the bottom panel of the game, and the coin door connector. Gottlieb coin door connectors are especially important: if this connector is not making good contact, the game will refuse to work!
Dim and Fauling Lamp Sockets. Because there are so many different types of lamp sockets, I personally try and repair them opposed to replacing them. Also the price of lamp sockets has gone up dramatically in the last few years (what was 20 cents is now approaching $1 each). Again I find repairing a socket is easier, faster, and cheaper than replacing them. Many people buy rubber "pencils" and use those to clean the inside of the socket. I rarely find this to be a problem. The bigger problem is the socket is "loose" (because the fiber insulator has shrunk). But if you do decide to clean the inside of the socket, if you put that rubber "pencil" in a variable speed cordless drill, you can clean the inside of a socket in about 5 seconds! Some people like to use Dow Corning DC4 silicon grease inside dim (failing) lamp sockets. Personally I do not like this approach, as you are trying to fix a MECHANICAL problem with a CHEMICAL. I just don't think it's a good idea. But in DC4's defence, unlike general purpose grease, it has very low film strength and keeps moisture and air from making contact with the metal to metal electrical contacts.
2c. Before Turning the Game On: Check Coin Door Switches
Because of this I *always* recommend you make your game "Free Play", so you don't have to deal with coin door switches. Check the coin door switches so they are properely adjusted, set the game to Free Play, and play some pinball! I know some people want that romantic ability to "drop a coin" to start a game. RESIST THIS TEMPTATION. I fix more games with coin door problems and probably any other single problem. Jammed coins, bent coin switches, strange coin door modifications can all cause a game to not work. It's just not worth it. Put the game on free play and forget about dropping coins to start a game. Trust me - your emotions will be much better served *playing* pinball than putting a coin into a coin slot.
2d. Before Turning the Game On: Stepper Units The Biggest Problem in EM Games.
The most common failure point in EM games are the stepper units. Steppers have at least one coil that "steps up" the mechanism, giving a different bonus level or player number or ball number. Often these stepper units bind or have other problems. If a stepper unit does not operate freely, the GAME WILL NEVER WORK. There are basically three kinds of stepper units: Step up/Reset units, Step up/Step down units, and Continuous units. The are easy to identify.
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 (hundreds, thousands, ten thousands, etc.). Each stepper will have a step up coil, and a reset coil (to reset the points to zero), which is a step up/reset stepper. 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 (continuous stepper). 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 coins dropped, and keeping track of the player number (for two and four player games). A "working" stepper unit must step up correctly and easily, and reset or step down to its "home" position easily (assuming its not a continuous stepper). The "fingers" of the stepper unit must make good contact with the bakelite plate mounted rivets too. Often the grease used to originally lubricate the stepper from the factory has turned to cement, and prevents the stepper unit from either stepping up, or reseting. Or the grease on the coil activated levers makes the levers "lazy" (not allowing the stepper to step up or down correctly). Also the brass rivets and fingers that glide over the rivets need to be cleaned. Years and years of oxidation and crud prevents light and game functions from working.
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 centered. Then tighten the screws.
Burnt Stepper Wiring. I finally saw the problem after I removed the stationary bakelit plate from the points stepper unit. The wires on the *back* of the stepper plate that connect the stationary rivet points to the solder lugs around the edge of the bakelite plate had burned, causing an open circuit (see picture below). This happens because the ball release coil stays energized for a period of time. And these fairly small gauge wires are the weakest link in the chain, hence they have a habit of burning before anything else would. By attaching new (thicker) wires, the problem was fixed.
Starting around 1966, Gottlieb stopped using a full sized 0-9 match stepper unit and converted to a much smaller (and cheaper) AS relay stepper. This is a miniaturized stepper that is much more delicate, and made with many nylon parts. The biggest problem with this relay stepper isn't the mechanism itself so much, as it is the people that work on it. Because the unit is small and delicate, often it gets mis-handled, mis-adjusted, and abused by over-zealous EM repair people. Also in a lot of replay games, the AS relay stepper may be missing from the backbox. This happens because the AS relay is easily removable with two screws and two "Jones" plugs. This was done to the match unit so it could be easily removed for territories that did not allow players to win free games. So if you come across a Gottlieb EM with two empty female Jones plugs in the backbox, the game is probably missing the AS relay used for score matching. But the AS relay was also used for some bigger tasks in 1970s games. For example in the 1976 Gottlieb Royal Flush and Card Whiz, this relay was paramount to counting the drop target bonus. If the AS relay was not advancing in these games, the entire game would not work (score motor would continue to run while the game unsuccessfully tries to advance the under-playfield mounted AS relay).
2e. Before Turning the Game On: Adjusting & Cleaning (Filing) Switch Contacts
Also as part of your visual inspection, all switches should be checked for "over wiping" (more on that below). If all switches are adjusted properely for over wiping, all switches in the game should operate without any problems.
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, and I would greatly discourage a newbie from cleaning switches. 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! 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? Adjusting the switches in an EM game to "over wipe" and to be self cleaning, is probably the single most important thing that can be done to keep an EM game running for a long long time. Read more below for information on this.
Cleaning (Filing) the Contacts.
Put the file between the two contacts to clean, and file them. The two switch contacts will need to be held together with fingers or needle nose pliers or a small screw driver to get ample pressure against the contacts to file them. Don't hold them too tight or the switch blades could distort and bend. The metal contact pads should be shiny and clean after cleaning. Don't over-file the contacts, because this will change the adjustment of the switch (because the contacts are now thinner). Obviously the game should be powered off when doing this!
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.
Switch Contact Cleaning (Filing) WARNING. The two switch contacts need to wipe each other with the face of the switch contacts making solid and flush connection. If the contacts are filed at a slight angle (which is *really* easy to do), when the switch is operated one switch contact may not mate with the other contact face-to-face. That is, one switch contact face may be at a slight angle and not flush to the other contact as the switch closes. This decreases switch contact surface area and makes the switch fail easily.
Silver Contacts versus Tungsten Contacts. |