by cfh@provide.net, 10/19/99. Copyright 1998, 1999, all rights reserved. Scope. This document is part one of two (part two is here). |
2a. Before Turning the Game On: Check the Fuses
There are at least three fuses located near the front of the cabinet on any EM pinball. One fuse for the solenoids, one for the playfield lights, and one for the backbox lights. There may be more (depending on your game). Often there are fuses located else where too. You'll have to hunt around for them. 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 your meter means zero resistance. If you don't get a "buzz", either the circuit is OPEN, or the resistance is 100 ohms or greater. If your meter doesn't have a continuity function, just use the lowest resistance setting. A good fuse will measure zero ohms.) Fuse
Holders. 2b. Before Turning the Game On: Plug Connectors
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, often the game will refuse to work! 2c. Before Turning the Game On: Switch Contacts A Word of
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 pinball, don't fix, clean or adjust what isn't broken". If you are experienced in EM fixing, then fine, clean every contact and adjust as 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 most switch contacts. BUT if you aren't experienced, please don't try this! You'll only make your problems worse. Just follow along and do the bare minimum amount of contact cleaning that I suggest. Why Do Switch
Contacts Get Dirty? To prevent this, switch contacts are to be adjusted with a "wiping motion" that self-cleans the contacts as they operate. But if a game is in storage for a period of time, burnt contacts can oxidize. If a switch is mis-adjusted and doesn't clean itself with a wiping motion, it too can fail. This is why switch contacts need cleaned and perhaps adjusted. Cleaning the
Contacts. (Right) Filing the flipper EOS switch on a Gottlieb.
two contacts together while filing with a flexstone on a Gottlieb reset bank.
Other times using your fingers or a screwdriver to get pressure on the contact for filing won't work. For example, on Gottlieb game feature and reset banks, there just isn't enough room. Instead, you can use needle nose pliers. Just gently hold the two contact together with the pliers and the flexstone between them.
All EM leaf switches have a "wiping" action to them: the short blade contact is stationary, the long blade moves and makes contact with the stationary contact. As it makes contact, the switch will continue through it's stroke and wipe itself on the stationary contact. This is known as a "self cleaning" switch. For the self cleaning to work, the stationary blade must move a bit in the entire switch motion. Of course this doesn't happen all the time, but it should. Shiny clean and
smooth
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. Adjust the best you can! Damping Switch
Blade. blade between the contact blades to provide support. Make sure these damping blades don't short out against the adjacent blade. And remember, don't adjust the long blade. Adjust only just the short blade, and the damping blade (if the switch has one).
Adjusting
Switches.
If a switch needs adjusting, you should tighten the switch stack before you start. The switch stack consists of the switch leaf blades, separated by bakelite insulators. These insulators will dry out and shrink with time. This loosens the whole switch stack and contributes to switch mis-adjustments. Also, if the switch stack is not tight, the bakelite insulators can become damaged with humidity. So before you actually adjust a switch, tighten the two screws that hold the stack in place. Note: tighten the screw closest to the switch contacts first. Note the adjustment you make to the switch stack will not be permanent forever. At some point (could be many years!), the stacks will "loosen" again, and switches will need re-adjusted. To determine if this is currently a problem, try tightening a few differnt switch stack in the game. Are they loose? If you found a few loose, keep this in mind. Since your sample is loose, the whole game will probably need attention in this area. (which dampens the upper contact) is shorting to the lower contact. Yet the contact pads are adjusted correctly. This is visually deceiving.
You ask, "what is fish paper?". Well that's the insulating gray paper you see 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. Think BEFORE You
Adjust! 2d. Before Turning the Game On: Score Reels
If your score reel contact points are mis-adjusted, your 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: you press the "start" button on the coin door, but all you hear is the score motor in the bottom of the cabinet "running". It never stops running, and the game never comes close to starting. 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 fell off the score reel solenoid, or the solenoid is dirty and sticking). 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. If you want to try 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, just cleaning the score reel mechanism so they could turn easily fixed your problems! position switches at the lower left on this Bally unit.
A Gottlieb "rat trap"
score reel with no printed circuit board (easy switch
If the game still won't start, it's a good idea to examine the score reel switches. You'll need to 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 you may not be so lucky. You will have to dis-assemble the score reels with printed circuit boards on the outside 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. (dis-assembly required to clean and adjusts the switches, which live under the board).
A Gottlieb "decagon"
score reel, as used from 1967 and later.
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. The decagon score reels provide easy access to these switches for cleaning.
Clean both of these switches with your 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. score reel can be removed from it's cam. Do not remove the retaining clip from the cam shaft! With the reel removed, use some 600 grit sandpaper and clean the printed circuit board traces so they are shiny. Note the alignment pin on the nylon hub. This lines up the score reel when you replace it.
Gottlieb "Rat Trap"
Reel: After removing the two screws from the
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 you'll 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. the lightbox that control the four score reels. Note the absence of a fourth score relay (for the 10,000 score reel); that score reel only gets advanced when the 1000's relay hits "9", and hence doesn't need its own relay.
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. Making sure this switch is clean and adjusted is very important! 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 you have 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, you can only test the score reel relays 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. the three relays to the right which control the three score reels. Since this game has a lighted fourth "one thousand" score, there is one relay for each score reel (unlike the picture of the above williams relays where one of the four score reels doesn't have a corresponding relay).
Remember, on Gottlieb games, you can only test the score relay during a game. So if you can't start a game at this point, you can't test the score relays. 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 you press with a sideways motion or press too hard, sometimes you can knock the metal lever plate off its pivot point. This will mis-align the switches and cause chaos. It's easy to fix, but you may not notice the mis-alignment at first. And you'll be tearing your hair out trying to find the problem, and wondering why all the switches in this relay need adjustment (when in fact they didn't)! Score Relay Stuck On? Check all your playfield switches; one is probably "on", thus locking it's corresponding score relay on. If you can't find any playfield switches on, 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": (which dampens the upper contact) is shorting to the lower contact. Yet the contact pads are adjusted correctly. This is visually deceiving.
Of the above listed problems, the last one is the most common! A lot of times you just don't noticed it. But if you look at a playfield leaf switch, you'll notice it consists of two leaf blades with contacts. BUT there is a third, shorter blade. This blade is the vibration damping blade. It provides support to ONE of the blades. Yet sometimes this damping blade is bent and shorts against the other blade. This will lock a score relay and/or feature relay on. 2e. Before Turning the Game On: Stepper Units
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. known as a "00 to 90" unit, and is used for the match. (Right) Bally Stepper Unit used for ball number with both step-up and reset coils.
Each and every stepper unit in your game needs to be examined, cleaned and manually tested for proper operation. Common problems associated with stepper units are: (Right) Williams Stepper Unit with a step-up and step-down coil.
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. (Right) Williams Stepper Unit used for matching.
* Go to the EM Repair Guide Part 2 at http://www.bigbox.ch/pinball/repair/index2.htm * Go to the Swiss Pinball Site |