Repairing Electro-Mechanical (EM) Flipper Pinball Games from 1947 to 1978, Part One
    by
    cfh@provide.net, 10/19/99.
    Copyright 1998, 1999, all rights reserved.

    Scope.
    This document is a repair guide for Electro-Mechanical (EM) pinball games made from 1947 to 1978. No experience in fixing pinballs is assumed. Basic electrical knowledge is helpful, but even that is not necessary. This document should help if you just bought your first (or second, or third) EM pinball "as-is", and brought it home in hopes of fixing it. Repairing an EM pinball is not that hard. This material covers the most common things that go wrong with a broken EM game. Following this should get you started in repairing your own game(s).

    This document is part one of two (part two is here).


    1a. Getting Started: Necessary Tools
      Fixing EM pinball games will require a few tools. Luckily, most are not that specialized and are easy to get.

      Non-Specialized Tools Required:

      • Work Light: clamp style lamp
      • Screwdrivers: small and medium size, phillips and flat head
      • Magnetic screwdriver(s).
      • Nut Drivers: 1/4", 5/16", 11/32"
      • Wrenches: 9/16", 5/8" required, other sizes suggested
      • Needle Nose Pliers
      • Right Angled Screwdriver: both phillips and flat head.
      • Drill and Drill Bits
      These non-specialized tools are stuff you probably already have, or can buy at Sears, etc.

      Specialized Tools Required:

      • Flex-Stone contact file (get several). Any good EM pinball vendor will have them.
      • Small Metal contact file
      • Contact Adjuster. Again available form a good EM pinball vendor.
      • Soldering Iron. A decent Weller SP23 soldering iron can be had at Home Base or Home Depot for about $12. For more exacting electronic pinball work, MCM (800-543-4330) has Tenma #21-147 adjustable temperature soldering stations ($80, but often $40 on sale) that are great for both EM and solid state work.
      • Rosin Core 60/40 Solder. You can only buy this at an electronic store or Radio Shack (hardware stores only sell 95/5 lead free solder, which won't work). Radio Shack's solder is made by Kester, and is quite good.
      • Multi-Meter. If buying one, get a digital multi-meter (DMM). You can get one at Radio Shack, but I would recommend MCM Electronics (800-543-4330). The Tenma #72-4025 is the best value for your dollar ($65, but often $40 on sale). If you work on electronic pinballs, this DMM works great for them too. Well worth the money in my opinion.

      Cleaning "Tools" Required:

      • Novus #2 or MillWax (for cleaning playfields and rubber). Stay away from the Wildcat products; they turn plastic ramps yellow and put cracks in Mylar. All Wildcat products seems to react with plastic. Evil stuff.
      • Novus #3 (for polishing metal parts)
      • Johnson's Paste Wax or Meguire's Carnauba Wax (for waxing playfields and cleaning rubber)
      • 1000 Grit Wet/Dry Sandpaper or 3M Scotchbrite green pads (for cleaning stepper units). Do not use steel wool (it creates a fire hazzard). The green pads work really well, and last a long time.
      • Rubbing Alcohol (for cleaning stepper units and coil plungers, and cleaning rubber)
      • Lubrication: CoinOp Lube (available from Williams dealers), #10 oil, or Radio Shack's Teflon grease (comes in a tube, looks like Vasoline).
      You can get Novus 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 Meguires Carnauba Wax you can get at 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.


    1b. Getting Started: Parts to Have On-Hand
      When fixing EM pinballs, I would highly recommend having some parts on-hand to make things more convenient. All these parts are available from the Pinball Resource.

      Parts to have:

      • New Switch Contacts: you can get these in two sizes. I keep a stock of several of each size. I solder new contacts into existing blades a lot, especially on flipper switches, where they are worn or missing.
      • New Switch Blades: There are several lengths and sizes available. I just ask for an assortment.
      • Fish Paper: the insulating paper that goes between some switch contacts. You should have a couple pieces around.
      • Nylon Switch Lifters: These fall out of switch stacks and are impossible to find. There are several lengths available. I ask for an assortment. You don't need these often, but when you do...
      • #47 light bulbs: have 20 or so around. One hundred is plenty to do most games. Do not use #44 bulbs; they run hotter and consume more energy. Note import versions of the #47 bulb are also available, which are cheaper than US-made bulbs, but generally don't last as long.
      • Fuses: at minimum you'll need 5, 10 and 15 amp fast blow fuses. I would have five of any value on hand at all times. Get 250 volt versions, and avoid 32 volt fuses. Radio Shack sells fuses for a decent price.
      • Fuse Holders: fuse holders often break (especially for Bally EM's), leaving a game non-operational.
      • Nylon Coil Sleeves: the short 1.75" long variety is most often needed when rebuilding flippers and other EM coils.
      • Fiber Flipper Links and Plungers: used when rebuilding flippers (game specific).
      • Shooter Barrel Spring: the short chrome spring on the outside of the shooter mechanism. These rust and look like crap in short order.
      • 1 1/16" Pinballs: a new pinball will make your playfield last longer.
      • Leg Levelers: replace those old crummy looking leg levelers with brand new ones. 3" are used on newer solid state games, and 2" levelers are used on EM's. Avoid import leg levelers if possible; the feet rip off very easily.
      • Rubber Rings: you can order game-specific ring kits with exactly the rings you need. Get white rings that are U.S. made. Black rings are harder and have less bounce, and produce more black dust. Black rings look dumb on EM games, and are designed for 1995 and newer electronic pins. Don't forget to get flipper rubber, a shooter tip, and a rebound rubber (the round brown rubber donut at the top of the playfield).
      • Lock: you'll probably need a new lock for the coin door and maybe the back door.


    1c. Getting Started: Lubrication and Contact Cleaner Notes

      Lubrication (WD-40).
      Electro-Mechanical pinball machines, for the most part, do not require any lubrication. Most parts run "dry". You can do far more damage to a machine by over-lubricating, than you can by under-lubricating. As a rule, if you're in doubt as to lubrication, don't do it! Throw that WD-40 away, you won't be using it here (besides, WD-40 is very flamable, and with EM switch arcs, you could start your game on fire!).

      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 your tool box and away from your game. Don't worry, I'll warn you when you need to use any!

      When you do need to lube your EM game, using the right lubricant is very important. Do not use white grease or WD-40. White grease solidifies with time. WD-40 gums up in a short amount of time. Do not use silicone-based lubricants; silicone is an electrical inhibator. The only lubricant you will need 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.
      Sometimes you hear people say to use contact cleaner on the switch contacts of an EM pinball game. DO NOT SPRAY EM SWITCH CONTACTS WITH CONTACT CLEANER! Spraying switch contacts with contact cleaner does some really bad things, and is guarenteed to make your game fail and not work as time progresses.

      Contact cleaner, in the presence or an electrical arch (which you get on all EM switch contacts), causes a chemical reaction. This reaction produces phosphene gas (mustard gas) and free chlorine. The free chlorine attacks the silver EM switch contacts and makes silver chloride (an insulator). You now have this white, insulating material on the switch contacts. Once this happens, the switch will no work. It's like you put a piece of tape between the switch contacts.

      Silver chloride is completely different than silver sulfide, which is a conductor. Silver sulfide is the black dust you normally see on switch contacts. It's 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 switch spacers, the wire insulation, and the plywood around the switches. This provides a constant source of the contact cleaner, and causes even more problems down the road.

      Contact cleaner is made for GOLD or TIN low voltage (+5 volts) contacts, not the silver high voltage contacts used in EM pinball games.


    1d. Getting Started: Introduction (short and sweet)
      I won't bore you with electrical theories and the such. I know, you just want your EM game fixed! So I'll stick to the bare basics. As you probably know, EM pinballs mostly consist of relays, solenoids and switches. So I'll briefly describe each one of these and what they do.

    Note the four Normally Closed (top 4 pairs) and one Normally Open
    (bottom most pair) switches in this switch stack. All are quite dirty
    with black dust.

    Four NC and one NO switches (dirty!)

      Switches.
        EM pinballs use lots of "leaf" switches. These switches have two or three contacts attached to long metal blades (the "leaf"). Between the switch blades are bakelite insulators. Switches come basically three ways: normally Open, Normally Closed, or Make/Break.

        Normally Open means the two contacts are open, and not connected. Activating this switch closes the two contacts, and turns on the circuit. This type of switch is commonly used on the playfield to activate a feature, or to score points.

        Normally Closed means the two contacts are closed (touching), and are connected. Activating this switch opens the two contacts, and turns off the circuit. This type of switch is commonly used on playfields to turn off a feature.

        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. These are commonly used to alternate a game function on/off.

        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.

      Relays.
        A relay is a small coil that pulls in, which activates a number of switches. So one switch turns on the relay coil, which in turn activates a number of other (normally open or normally closed) switches (from one to many). So you can have one switch (like a playfield switch) turn on a relay, which will then turns on (or turns off) many switches, which could control several game features.

        AC relays have a copper "slug" center surrounded by an iron center. AC coils have a coil stop made with these same materials. This material creates a small magnet. This holds the magnetic field of the coil as the AC (alternating current) moves through zero volts (remember, AC volatage alternates from a positive voltage, to zero volts, to a negative voltage, and back to zero, then to positive voltage, and so on). An AC relay or AC coil stop will work in a DC circuit, but a DC relay or DC coil stop won't work in an AC circuit.

        Some relays are designed so they may stay on for long periods of time. They can stay on without burning because they are low power, and consume limited juice. "Hold Relays" are designed to stay on sometimes the entire time the game is turned on. Hold relays are used on the coin mechanisms and for the game power hold (part of the tilt circuit).

    (Left) Bally Relays and their associated switches. Note the top relay is a nice toasty brown: this is a hold relay that is activated for long periods of time, and apparently gets hot.
    (Right) Latch Relays: a latch relay is used as a hold relay. The top Bally latch relay is used for the "game over" switches. This particular game over latch relay is the source of many Bally problems. The bottom Gottlieb latch relays are particularly nasty as the switch travel is small, so the switches must be accurately adjusted.
    Bally relays  Latch relays

        A subset of the hold relay family is the Trip Relay. Basically it's two relay coils that control one set of switches. The pull-in relay coil activates the switches, and a metal armature plate locks the switches on mechanically (even when the pull-in coil is not energized). When the second release relay coil activates, it un-latches (trips) the lock and turns the switches off.

        Latch relays are a common source of problems. For example, if your Bally or Williams game 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 relay. Gottlieb latch relays are even more troublesome. The switches in Gottlieb latch relays have a very small amount of travel. This means they must be adjusted perfectly to function correctly.

    New Hi-Power Gottlieb Flipper coils, with new fiber
    flipper links attached to the plungers. New links will make
    your old flippers work like new, as does a new coil sleeve.
    The hi-power coils are about 20% stronger than the originals.
    Note the EOS (end of stroke) switches for each flipper.

    Gottlieb flipper coils

      Solenoids (Coils).
        Solenoids are bigger versions of relay coils. They are much larger, and consume much more power. Hence they 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. An example of this is the flipper 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. 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 low powered side. 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) consumes less power. This 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.



    2a. Before Turning the Game On: Check the Fuses
      Seems like such a simple thing, yet many of us forget to do it. Before you even turn the game on, check the fuses. Not only look for blown fuses, but over-fused circuits. For example, is there a 25 amp fuse where there should be a 10 amp? Save that 25 amp fuse for your car and put the right fuse in!

      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.
      Don't depend on your eyes or sense of smell to check fuses. A perfectly good looking fuse could be open, it happens all the time. Fuses can go open because of age (fatique) too, and not just from shorts or high current. Use your Digital Multi-Meter (DMM). First remove the fuse from its holder, or remove just one end of the fuse from the holder. This is important, and applies to Solid State games too. Don't try and test the fuse installed! Set your DMM to "continuity", put a lead on each end of the fuse, and buzz out those fuses. No buzz means fuse is bad.

      (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.
      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 you can bend the fuse holder tabs for a better connection. Sometimes you'll break the tabs 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.


    2b. Before Turning the Game On: Plug Connectors
      So you bought that "new" (to you!) EM pinball, and it's time to set it up. Before you plug those connectors in after bolting on the head, clean them! It only takes a moment, and it removes the crud from a 25 year old (or older!) connector. Though connector problems aren't real common, cleaning is just a good idea.

    A Gottlieb Connector after a quick cleaning...
    Gottlieb Connector

      Before plugging the connector in, take your 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.

      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...
      When I first started getting into EM pinballs, a well experienced repair friend stated, "if every switch contact in the machine is clean and properely adjusted, your game will work perfectly". I thought to myself, "I can clean and adjust contacts and get this Nip-It working myself!" (Nip-It was my first EM fixit project). Unfortunately, this statement is an over-simplification of the truth.

      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?
      Whenever a switch contact open or closes, a small arc of electricity occurs. On high current solenoid circuits like flippers and kicking rubber, this blue arc is quite large and can easily be seen. This arc burns the switch contacts slightly, and produces some black soot. Over time, the switch contacts can increase in resistance from the contacts burning and the soot produced.

      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.
      Dirty and mis-adjusted switch contacts are the major cause of all EM pinball problems. Fixing your EM will require you to clean and adjust some contact(s).

    (Left) Filing a relay switch in tight quarters.
    (Right) Filing the flipper EOS switch on a Gottlieb.

    Filing a relay switch  Filing the flipper EOS switch

      To clean contacts, you'll need to use your Flexstone file or a small metal point file. Just put the file between the two contacts to clean, and file them. You will probably need to hold the two contacts together with your fingers to get ample pressure to clean them. Don't hold them too tight or you will distort and bend the leaf switch blades. The metal contact pads should be shiny and clean when you are done.

    Using needle nose pliers to hold
    two contacts together while filing
    with a flexstone on a Gottlieb
    reset bank.

    needle nose pliers for filing

      Often, especially on relay switches, the adjacent leaf blades will be so close together that you can't get ample pressure against the file to clean the contacts (your fingers won't fit!). In this case, use a small screw driver to put presure on one of the contacts. Sometimes manually activating the relay with your hand helps apply pressure to the contacts for filing.

      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.

     

      Most switch contacts are made of silver. These contacts file fine with a flexstone. But the contacts on the flipper button switches are made of tungsten. These contacts will have to be filed with your small metal file, or removed from the game and filed with a standard metal file. Tungsten contacts will wear out a flexstone in short order; the flexstone just can't cut them. Note that during the 1970's, Williams and Bally started using tungsten contacts on pop bumper and kicking rubber switches too.

      Self-Cleaning Contacts and Types of Switches.
      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
    EOS contacts after filing.

    Clean contacts after filing

      With this in mind, adjust any switch so it has this wiping motion. Normally Open (NO) switches should have about a 1/16" distance between the contacts. And as the two contacts touch, they should continue to touch and "wipe" as the switch continues through its stroke.

      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.
      On playfield switches, there is a third, shorter switch blade sandwiched between the two contact blades. This damping blade provides support to one of the contact blade, so the switch doesn't "bounce". But sometimes these damping blades get bent and short out to the other adjacent blade. Be aware of this. When you adjust a switch with a damping blade, you must adjust both the short contact blade and the damping blade together.

    Note the Damping Blade: this playfield switch has a third shorter
    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).

    proper adjusted switch

      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 here. The only time you will ever have to adjust the long (moving) blade of a switch is if someone before you mistakenly did this. Otherwise the moving blade of any switch should never be adjusted.

    Using a contact adjuster to adjust the short blade of a switch.
    Adjusting a switch

      Tighten the Stack BEFORE you Adjust!
      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.

    A Mis-Adjusted Playfield Switch: Notice the damping blade in the middle
    (which dampens the upper contact) is shorting to the lower contact. Yet the
    contact pads are adjusted correctly. This is visually deceiving.

    bad switch adjustment

      Fish Paper.
      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!
      Let's repeat that: Think BEFORE You Adjust!
      If you are adjusting more than about 5% of all switches on your EM pinball, you are probably doing something wrong! Stop now before you make your troubles worse. Unless the game has been mangled, adjusting more than 5 switches out of 100 is very unlikely. See the above "Word of Caution"...


    2d. Before Turning the Game On: Score Reels
      Think about it: what's the most used (abused!) device on any EM pinball machine? The score reels! (Note: if you have a 1950's game without score reels, skip to the Stepper Units section.) They move for every point scored, hundreds of times per game.

      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.
      Each score reel will have some easy mechanism to remove it from the backbox. On most Gottliebs up to 1967, the "rat trap" reels have a small "hairpin" that must be removed. On 1967 and later Gottlieb "decagon" score reels, there's a nylon release tab. 1970's Bally and Williams have small levers that are held to remove the score reel. Whatever your game, there will be some mechanism that allows easy removal of the score reels for service.

      Checking for Mechanical Problems.
      With a reel removed, manually press the coil plunger in and let go quickly to release it (you have to do this quickly; if you let the plunger out slowly, there may not be enough momentum to move the score reel to the next digit). Does the reel move easily to the next digit? If not, you'll have to disassemble the mechanism and clean the moving parts with alcohol. Typically the plunger inside the coil is gummed up. Note: do not lubricate the coil plunger! It's a dry system, no lubrication (which just attracts dirt) needed! If someone before you did lubricate the coil plunger, this may be your problem! Clean it.

      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.
      You can manually move a score reel by pressing in the score reel coil plunger by hand. Use fast concise movements to emulate a coil pulling-in the plunger. Do not wrench on the score reel itself. This will damage the mechanism.

      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!

    1970's Bally and Williams Score Reels: note the zero and nine
    position switches at the lower left on this Bally unit.

    Bally score reel

    A Gottlieb "rat trap" score reel with no printed circuit board (easy switch
    cleaning and adjustment; no dis-assembly required).

    Gottlieb rat trap score reel, no circuit board

      Score Reel Switches.
      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.

    A Gottlieb "rat trap" score reel with printed circuit board
    (dis-assembly required to clean and adjusts the switches,
    which live under the board).

    Gottlieb score reel with circuit board

    A Gottlieb "decagon" score reel, as used from 1967 and later.
    Note the switches are much easier to access, even with the
    printed circuit board in place.

    Gottlieb decagon score reel

      Once you have access to the zero and nine position switches, manually move the score reel solenoid. Note how the switches operate, especially when the reel is at the nine and zero position. If it's not obvious what is happening, compare to a functional score reel to figure it out.

      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.

    Gottlieb Decagon Nine, Zero Position Switches:
    The decagon score reels provide easy access to
    these switches for cleaning.

    decagon 0,9 position switches

      The zero position switch(es) tell the score motor when the score reel is at the zero (reset) position.

      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.

    Gottlieb "Rat Trap" Reel: Remove the three screws so the metal
    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 score reel, reel removed

    Gottlieb "Rat Trap" Reel: After removing the two screws from the
    printed circuit board, you can slide it out to get at the
    nine, zero position and EOS switches.

    Gottlieb score reel, circuit board removed

      Cracked Solder Joints On Williams Score Reel Switches.
      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.
      Each of the score reels is driven by an associated relay. Since the score reels get considerable use, you can also assume the relays that drive them do too! Because of this, you should clean ALL the contacts on each score relay. There will be about five switches (more or less) per relay. At least two switches will activate the score reel itself (and maybe the next reel in the line for when the current reel's score moves from "9" to "0"). One of the switches will go to the bell solenoid for that score reels. Clean all the switches with your flexstone. Also check that the switches are adjusted correctly with a good wiping motion (as described in the switch contact section).

    Williams Score Relays: shown are the three relays in
    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.

    Williams Score Reel Relays

      The Score Reel EOS Switch.
      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.
      Once the score relay switches are filed clean and adjusted, test them. (Even if you have a 1950's EM with no score reels, it still has score relays that connect to the score stepper units instead of score reels.)

      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.

    Gottlieb "Rat Trap" Score Reels and Relays (Buckaroo): notice
    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).

    Gottlieb score reels and score relays

      If you start a game and manually test the score relays, check the "9" position of each reel. That is, advance a score reel to the "9" position. Now activate the score relay again. Does the next score reel advance with the current reel? If not, the "9" position switch on the current score reel is dirty or out of adjustment (or you're testing the highest score reel in the numeric set!).

      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.
      As dumb as this may sound, there is actually an "art" to activating a relay by hand. If done incorrectly, you can mis-align the relay and seemingly make a working relay into a temporary mess.

      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?
      This is a common problem. One of the score relays is stuck on as you start a game. A lot of times people don't notice this till they smell the score reel solenoid burning! A sure sign of this is a score reel doesn't register points. This happens because the score reel solenoid and the score relay are both pulled in and won't release.

      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":

      • Score Reel EOS Switch is dirty or permanently closed (see above).
      • Two solder lugs of a switch are bent and shorting together.
      • A single loose strand of the multi-strand wire is broken and bent, shorting to another solder lug.
      • The vibration damping blade is shorting against the other adjacent switch blade.
      • Pitted or mis-adjusted contacts driving the score reel. Until the score reel takes its step, it won't release the score relay.

    A Mis-Adjusted Playfield Switch: Notice the damping blade in the middle
    (which dampens the upper contact) is shorting to the lower contact. Yet the
    contact pads are adjusted correctly. This is visually deceiving.

    bad switch adjustment

      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
      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.

    (Left) Bally Stepper Unit with no step-down or reset coil. This unit is
    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.

    Bally stepper unit, no reset  Bally stepper unit with reset coil

      Other uses for steppers are 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).

      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:

      • Score motor continues to run when a new game is attempted.
      • Game credits not added or taken off.
      • Current ball number in play never changes (always stuck on ball 3).
      • Can't change number of players on multi-player games (only 1 player allowed or won't reset back to 1 player).
      • Bonus points don't work properly.
      • Match number always the same.
      • Score won't reset to zero (1950's games with lightbox scoring).

    (Left) Williams Stepper Unit showing the wiper fingers and printed circuit board.
    (Right) Williams Stepper Unit with a step-up and step-down coil.

    Williams stepper unit circuit board  Williams stepper unit with step down coil

      Note the metal wiper "fingers" on each stepper unit. These wiper fingers determine the path the electricity takes for each step of a stepper unit. The wiper fingers move across a series of brass rivets or across a printed circuit board. These rivets or circuit board must be clean for good contact.

      To clean a stepper unit, follow this procedure:

      • Turn the power off to the game!
      • Un-bolt the stepper from the board it is attached to. Not always necessary, use your judgement.
      • Set the unit to the reset position. This is only necessary on steppers that have two coils (a step-up coil, and a step-down or reset coil). Using a "Sharpie" pen and mark the zero position on one of the wiper fingers and on the board it runs across (for future reference, otherwise you could assemble the unit 180 degrees in reverse!).
      • Remove the SPRING that winds the unit. Again, this is only necessary on steppers have have two coils. While you release the spring, COUNT the spring winding as you un-turn the spring. Write the number of turns on the stepper unit with your Sharpie pen.
      • Remove the one or two coils that step-up or down the unit. Clean the plunger(s) with alcohol, and if rough sand the plungers smooth with 600 grit sandpaper or a scotchbrite green pad (do NOT use steel wool!). Put in a new coil sleeve (if possible). Do NOT reassemble the plunger(s) at this time.
      • Remove the NUT at the end of the turning wiper shaft. This will remove the wiper fingers from the shaft. Usually the shaft will pull out from the other side. Clean everything with alcohol, and if rough, sand the shaft smooth with 1000 grit sandpaper or green pad. You may have to remove a mechanism spring or two to get the shaft out. Make notes and drawings as to where the springs and levers go.
      • On Gottlieb stepper units, sometimes you need to remove three screws on the other side of the stepper to get at the brass rivets that the fingers touch. Mark the disk orientation with your Sharpie before you remove the disk! See picture below. Also note you may have to make fine adjustments of the wiper/rivets alignment here. And while the wiper/bakelite disk is removed, use an allen wrench and tighten up the three prong holder the disk bolts to.
      • Sand the bakelite disk with the brass rivets or the printed circuit board that the wiper fingers glide over. Use 1000 grit sandpaper or a green pad. Green pads work really well, except on Bally units. Those clean up best with sand paper because of rivets don't have round heads. Almost need to block sand Bally flat heads to clean properely. Make the brass or cooper shine.
      • Re-assemble the shaft and wiper parts. Use CoinOp oil, light 3-in-1 oil, or Radio Shack teflon grease on the shaft. Don't use much! VERY LIGHTLY lube the brass rivets or the printed circuit board on which the wiper fingers glide.
      • Put the nut back on the wiper shaft, and make sure your wiper finger Sharpie lines match up when the stepper unit is reset.
      • Wind the spring back to the same number of turns.
      • Re-assemble the plungers and coils (DO NOT lube!).

      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.

    (Left) Gottlieb Stepper Unit. Note the different usage and type of wiper fingers.
    (Right) Williams Stepper Unit used for matching.

    Gottlieb stepper unit  Williams match stepper unit



    * Go to the EM Repair Guide Part 2 at http://www.bigbox.ch/pinball/repair/index2.htm
    * Go to the
    Swiss Pinball Site