General

From PinWiki
Revision as of 18:09, 19 May 2011 by Pinball Wizard (talk | contribs) (Undo revision 2864 by Pinball Wizard (talk))
Jump to navigation Jump to search

1 Tools of the Trade

2 How to... (solder, desolder, "stitch," test transistors, test ICs, etc)

3 The Switch Matrix

All solid state pinball machines implement a "switch matrix." The switch matrix is comprised of "strobe lines" (generally 8) and "return lines" (also generally 8). At the intersection of each strobe and return line, an isolation diode in series with the actual switch, connect the strobe line to the return line.

The reason for implementing a switch matrix is easily understood: economy of wiring. To sense 64 switches, a total of 16 wires are required using a switch matrix. If the designers had chosen to sense those same 64 switches individually, a minimum of 65 wires would be required.

How a switch matrix works

Conceptually, operation of the switch matrix is pretty simple. The CPU commands the return circuitry to "listen" for a pulse on each row simultaneously. The CPU then commands a strobe at column 1. Any switch that is closed on column 1 will cause the signal to be propagated down the row return where the CPU will "hear" it. A return on row 1 after pulsing column 1 means that the switch at position 1,1 in the switch matrix is closed. The CPU then moves on to column 2 and repeats the same steps. After all 8 columns are strobed, the CPU then returns to column 1 and begins the whole process again. This continues as long as the game is powered on.

Note that the actual electrical circuit implementation is quite a bit more complex than this conceptual description and may be found in the particular manufacturer's section of the Wiki.

A representation of the Gottlieb System 80 switch matrix is shown in the picture below. The column strobes are represented by the red lines. The row returns are represented by the blue lines. Yes, the Gottlieb representation is rotated 90 degrees from other manufacturers' representations.

Sys80 switch matrix.png

General Switch Matrix Debugging Tips

Switch matrix problem diagnosis always begins with determining whether the problem is on the CPU or on the playfield.

Under construction...
Discuss using a diode/jumper to connect row and column at the CPU board.
Discuss finding the "at fault" switch if the problem is on the PF.
Insert animation created by Hibler/Palson here.

4 The Lamp Matrix

Under construction...
Discuss general lamp matrix operation here

Under MPU control

 For a particular lamp column
   Enable returns on the appropriate rows
   Strobe the column
 Next lamp column

5 How are coils driven?

Under construction...
Discuss "finding ground" via a controlled transistor to turn on a coil.

Every coil will have power "waiting at the ready" at the coils lugs. All that is required is for the ground lug of coil to find a path to ground. This is accomplished by "turning on" a transistor.

6 Flippers


How does a flipper work?
Flippers have two coil windings. One is a high powered, low resistance winding, used for the power stroke (initial "flip"). The other is used to keep the flipper held up, when you are holding the flipper to trap a ball. There needs to be a mechanism to switch from the high powered side to the low powered side. The high powered side of the coil is almost a dead short, and anything other than a momentary activation would cause the fuse to blow.
High Voltage flipper operation
The original flipper operation was completely high voltage, requiring tungsten point contacts at the flipper switches and at the normally closed end of stroke switches. These switches need to be filed periodically and gapped correctly for proper operation. A maladjusted end of stroke switch can burn out a coil or a fuse as well as damage the plastic bobbin the coil is wrapped around, making for sluggish operation. Tarnished and burnt contacts at any point in the system can cause a weak flipper power stroke, making for diminished game play. Additionally, there are contacts on a machine's flipper relay that may need to be cleaned to provide the maximum power to the flippers. Connectors and header pins can also play a factor in a flipper's power; heavily tarnished connections will degrade performance.
When you press a flipper button, you are actually grounding the flipper circuit, not providing the power. The power is already present at the coil's input lug. The power flows from the power supply to the flipper coil in the most direct path possible. The input lug has the solenoid power present: one wire going to one blade of the end of stroke switch, and one end of the hold winding; one end of the high powered coil's winding is attached to the other blade of the end of stroke switch.
The flipper button has one contact attached to the terminus of both flipper coil windings; the other contact is attached to ground via the flipper relay. When the flipper relay is pulled in a ground path exists for the flipper. When it is deactivated (in game over/tilt modes) there is no ground path for the flippers. When you push the flipper button, the power travels through the end of stroke switch, the high powered coil, through the flipper cabinet switch, and the relay to ground, pulling the flipper in with great force.
A small arm on the pivot point of the flipper presses against the end of stroke switch outer blade, moving it away from the inner blade. This cuts the high power to the stroke side of the coil. Because the hold coil still is getting power via the input lug, the flipper will stay in an up position as long as you hold the button in. The hold coil has much greater resistance and so does not blow the fuse or create a short circuit.
Solid State Flipper operation
Solid state flippers do not refer to flippers in any solid state machine; rather, they refer to a design in later machines (post 1989) to eliminate the traditional high powered tungsten contacted type of flipper, which was subject to degradation over time. Less maintenance is required for solid state flippers.
There are a few different designs to eliminate the high power switches used with flippers. One circuit monitors the time the flipper is held in; anything over 50-100 milliseconds continuous activation switches the power to the low side of the coil from the upper side electronically. Some designs of this nature also have a low powered normally open end of stroke switch, so that the flipper feels more like a traditional flipper. The time function of the solid state circuit only comes into play if the end of stroke switch is never detected, switching the power to the hold coil. Williams Fliptronics(tm) flippers operate in this fashion.
Another design monitors the end of stroke switch/time and pulses the power supply to the flipper to reduce the voltage during the hold cycle. This allows a cheaper coil to be used as there is only one winding on the coil. Examples of this type of PVM flipper are late model Stern games. Sometimes the pulsing of the voltage causes the flipper to buzz slightly.

7 Lamp Chart

Lamp Voltage (V) Current(A) Candle Power Life (hours) Base Typical Use
44 6.3 0.25 0.9 3,000 Miniature Bayonet (BA9) Common GI bulb
47 6.3 0.15 0.5 3,000 Miniature Bayonet (BA9) A low-power version of the #44; reduced heat and candle power
55 7.0 .41 2.00 500 Miniature Bayonet (BA9) Used on some EM games, high current, heat and candle power compared to #44 and #47
67 13.5 .59 4.0 5,000 S.C. Bayonet (BA15s) F-14 Tomcat Flash Lamps
73 14.0 .80 .30 15,000 Wedge (T 1-3/4) A low-power alternative for the 86 used in Twilight Zone's clock mechanism
86 6.3 .20 .40 15,000 Wedge (T 1-3/4) Small lamp used in Creature from the Black Lagoon ramps and Twilight Zone's clock mechanism
89 13.0 .58 6.00 750 S.C. Bayonet (BA15s) Flash Lamps on many Sys11/DE/WPC
194 14.0 .27 2.00 1,500 Wedge Whitewater Topper Lamps
199 12.8 2.25 32.00 1500 S.C. Bayonet (BA15s) HS2 Getaway Topper Lamp, CFTBL Hologram Lamp
251 28.0 .23 3.00 2,000 S.C. Bayonet (BA15s) Pin-Bot and Cyclone Flash Lamps
313 28 0.17 3.5 500 Miniature Bayonet (BA9) Used for lower playfield illumination on Black Hole and Haunted House
447 6.3 0.15 0.5 3,000 Wedge A low-power version of the 555; reduced heat and candle power
455 6.5 0.5 N/A 500 Miniature Bayonet (BA9) Blinker
545 6.5 0.31 N/A 500 Wedge Blinker - used in Twilight Zone, Dirty Harry, No Good Gofers
555 6.3 0.25 0.9 3,000 Wedge Common GI bulb
906 13.0 .69 6.00 1000 T-5 Wedge Flash Lamp
1683 28.0 1.02 32.00 500 S.C. Bayonet (BA15s) High Speed Topper Lamp

Notes:

  1. A "blinker" is a lamp with an internal thermal switch (a bi-metallic strip) that interrupts power to the lamp causing it to blink on and off; the cycle is usually a few seconds. These are often used behind the title on EM games. A "flash lamp" is a lamp that is purposely over-driven for a brief instant (milliseconds) to produce an extremely bright flash of light. These are used to draw attention to game features such as bonuses.
  2. 47 lamp is often used as a replacement for 44 lamps where heat is a concern for backglass or plastics.
  3. 447 lamp serves the same purpose replacement for 555 lamps.
  4. Candlepower is measured in Mean Spherical Candlepower (MSCP)
  5. T-3 1/4 refers shape and size, for example T-3 1/4 is "tubular", 3.25 8ths of an inch in diameter

Detailed specifications on lamps is available at http://www.donsbulbs.com . Just enter the lamp number in the "Bulb Search" field.

8 Lamp Sockets


9 Fuse Table


Pinball Machine Fuse Table
Some games may have different fuses and quantities
Qty Bally EM Qty Gottlieb EM Qty Williams EM
2 5A BR, DC coils 2 2A SB Drop target bank 6 10A Main, BR, coils
2 8A Main line fuse 2 5A SB Main line fuse 6 15A Lamps, coils
4 10A Coils 4 10A Lamps
4 15A Lamps 4 15A Coils
Qty Atari Qty Bally/Stern (1977-1984) Qty Gottlieb Solid-State
2 1A SB Power supply 3 1A SB Coils-under PF 2 1/4A SB Displays
1 2A SB Service outlet 1 3A SB Main line power 1 1A SB Coils
1 5A SB Main power 1 3/16A High Voltage on SDB 2 2A SB Drop target bank
2 7A SB Power supply 1 3/4A Display power supply 4 5A SB Main, coils, lamps
2 10A SB Power supply 1 4A 12v/5v power supply 2 8A Lamps
4 15A SB PS, lamps, displays 3 5A Coils 1 10A Lamps
2 15A General Illumination
1 20A Switched Lamps
Qty Williams L3-L7 (1977-1984) Qty Williams System 9-11 (1985-1990) Qty Williams WPC (1990-1994)
1 1/4A SB Display high voltage 1 1/4A SB Power supply (displays) 1 3/8A SB Display driver board
3 2-1/2A SB Coils 5 2A SB Aux board 4 3A SB Coils, flippers
2 4A SB Sound board 2 2-1/2A SB Coils 3 5A SB Power supply, lamps
2 7A SB 5v power (L7 games) 2 4A SB Coils, flippers 1 7A SB Power supply
2 8A Main, switched lamps 6 5A SB Flpr, aux, cab, lamps 1 3/4A 12v power supply
2 20A General illumination 2 7A SB Power supply 2 8A Main, switched lamps
2 1/10A Cabinet, displays
1 3/4A 12v power supply
2 8A Main, switched lamps
Qty Data East Qty Sega & New Stern Qty Williams WPC-95 (1995-1999)
3 3A SB Coils, flippers 1 3/4A SB Display 2 T0.315A SB Display
2 4A SB Coils 4 3A SB Coils, flippers 1 T0.63A SB 12v PS F101
4 5A SB Lamps, power supply 1 4A SB Power supply 5 T4.0A SB Cls,5/12v,lmps,flsh,flpr,ln
2 7A SB Power supply 4 5A SB Coils, lamps 1 T5.0A SB Switched lamps, line
1 8A SB Line, power supply 1 7A SB Coils 1 T6.3A SB Coils main F108
1 8A SB Power line, lamps 2 T2.5A Audio F501, F502

10 Tuning a Game for Best Performance


Leveling the Game

One of the most important things you can do to tune a game is make sure the playfield is level side to side. Some games contain a bubble level on the apron to check side to side leveling. Do to differing floor conditions, any time a game is moved, the level should be checked. Use an inclinometer or small torpedo level to check the side to side level. An inclinometer application can be used on a smartphone, as well. Check the level on the playfield itself, NOT on the playfield glass. The playfield may not sit level in the cabinet, or may be warped. Check the the level at several points on the upper and lower playfield. Adjust using the leg levelers. After your done, make sure you tighten the locknuts on the levelers.

Adjusting the Game Pitch

The pitch of the game drastically affects game play. A steeper game plays faster. Too steep can tax the flippers ability to make ramp shots. Too shallow, slows the game down. Too shallow can also allow the ball to be redirected more by playfield irregularities, such as warped inserts. Again, do to differing floor conditions, any time a game is moved, the pitch should be checked. The proper pitch of a given game may be indicated in the manual. In the case of games which include a bubble level for pitch, the manufacturers recommendations may be marked on the level. In the case where a recommended pitch is not indicated, the generally accepted "Rule of Thumb" is 3 1/2 degrees for EM games and 6 1/2 to 7 degrees for Solid State Games. Use an inclinometer, again on the playfield itself NOT the playfield glass, to measure pitch. Adjust using the leg levelers. After you're done leveling, make sure you tighten the locknuts on the levelers.
Some players will adjust the pitch outside of "Factory" settings, to suit their taste or playing style. After playing a game for a while on the "Standard" settings, you may wish to experiment with different pitches.

Tweaking a pop bumper

Pop bumpers should be adjusted so the slightest touch of a ball at any point causes them to activate, but not be so sensitive that vibration causes them to activate. Clean the spoon switch actuator very well. If it's plastic you can use novus to polish it. If it's metal some 2000 grit sandpaper will polish it nicely. On solid state or EM machines with high voltage points, you should file the switches clean and flat. On machines with gold flashed contacts, inspect them well and clean with brasso, alcohol, or a business card wiped between the points.
Adjust the position of the spoon switch underneath the skirt's actuator so that the pin sits naturally in the center of the spoon switch. The spoon switch bracket has oblong mounting holes for exactly this purpose. Once it's positioned in the center, tighten the switch bracket mounting screws. Now, using a contact adjuster tool, adjust either the spoon blade itself (for metal ones) or the blade that provides the tension to the plastic spoon so that there's barely tension on the actuation pin (the softer this adjustment, the more sensitive the pop bumper will be). You want enough force so that the spoon re-centers the pin, but not so much that anything other than a hard ball hit activates the bumper. With the playfield raised you can activate the pop skirt by hand to see how much to adjust the spoon. It takes several tries to get this right, but it's well worth taking the time to do this.
Adjust the second blade to between 1/16"-1/8" gap between the contacts of the first blade. This will vary depending on if the machine uses high voltage activation of pop bumpers or not. You want the gap close enough so the pop is sensitive, but not so close that other mechanisms in the machine activate the pop. A good way to test this is to adjust the switch, then with the playfield lowered, make a fist and pound on the playfield in the area of the pops.
Some machines that use direct activation of pops might benefit from wiring in a gottlieb pop bumper driver board. This applies mostly to gottlieb system 1 solid state machines, but could also be used on some early williams games as well as specialized purposes on other games. Basically, high voltage activated switches can pit and arc; generally, they require a slightly larger gap to ensure the contacts do not weld together from the arcing. Using a pop bumper driver board on this type of bumper with the actuation contacts changed to gold flashed type allow a closer switch gap, and the board provides a solid activation regardless of how hard the skirt was hit.
A specialized purpose for a pop bumper driver board would be on a Stern 9 Ball, for the lone pop at the top. Bally/Stern machines do not have the ability to fire more than one momentary solenoid simultaneously; this comes into heavy play on 9 ball as the drop banks reset and drop their targets. It is possible for the top pop to not fire while this resetting is going on, especially if the game is set to require both 3 bank drops to reset to advance the bonus multiplier. The scenario is this: You drop both banks and the ball hits the pop.... with a thud. You receive score for the hit, but the pop doesn't fire because the 2 3 bank drop targets are still resetting. Changing the pop to activate with a pop bumper driver board removes the hardware limitation from the equation, as the pop is able to activate on it's own; the mpu still scores the pop as a secondary switch gets added similar to Gottlieb system 1 games or early williams games.

Tuning a spinner

Nothing beats a solid spinner hit spinning racking up points at a furious pace. On the flip side, nothing sucks the enthusiasm out of a nice shot more than a spinner weakly spinning a few times lethargically, adding a couple points to your score. There are a couple tricks and techniques to make your spinners spin quick and long.
First, disassemble the spinner and clean all gunk off the support wires. The cleaner a part is in general the smoother it will operate. Polish the contact points of the support wires with 200 grit sandpaper and a metal polish such as brasso, or even novus 2 (a plastic polish, but will work for this application). You want the support wires as smooth and round as possible. Then, using a very small round file, dress the holes in the spinner bracket so there are no rough edges both inside the hole and on the outside. Smooth is the key here.
Reassemble the spinner with one plastic disc against the spinner body, the below-playfield actuator wire, then another plastic disc towards the outside of the spinner. The discs and actuator wire shouldn't be 'snug', there should be a little room for the wire to twist slightly if it needs to. The spinner should rest with a very slight forward cant, where the top of the spinner is slightly forward of the bottom. Adjust this by bending the spinner wires in the bracket by pushing up or down on the spinner flag itself. If you have the spinner adjusted perfectly perpendicular, the spinner can and will stop 'upside down' on occasion, locking the switch on.
Take some teflon lube gel on a toothpick and put just a touch of it at the metal to metal contact point in the spinner bracket. Move the spinner back and forth and spin it to distribute the lube evenly. A simple rule of thumb with the lube is if you can see any, you used too much. Less is more here.
Adjust the switch blade so the spinner activates near the peak of its spin; you want it to kiss the stationary blade just slightly, with a very slight deflection. Another trick to consider is to change the height of the posts (or add spacers/washers) the spinner bracket rests on to raise the bracket slightly. The more to an edge the ball hits the spinner, the more energy is imparted to the spin. This is also another reason for the slight forward cant on the spinner.
A spinner can get up to 200 spins with one solid hit depending on the machine and flipper strength, well worth tweaking so it performs at its peak.

Tweaking Tilt Mechanisms

Most would ask why you would want to tune a tilt mechanism. Like it or not, tilt is part of the game of pinball. Unless you remove your tilts entirely, you want them to activate in a fair, consistent manner. There's nothing worse than playing a spirited game and tilting because a solid hit one time doesn't tilt, but yet a light hit later on tilts your ball.
Disassemble the tilt mech and clean everything really well to remove the gunk and grease. Use a metal polish such as brasso to polish every part of the mech: The plumb bob, the wire, the brackets (both the top bracket and the round lower bracket). When you reassemble the mechanism, the position you put the plumb bob in makes a huge difference in how the tilt operates. Almost all parts manuals picture the plumb bob inverted (small side down) ABOVE the actuator ring, but almost all games have the bob BELOW the ring instead. Each position causes the tilt mechanism to behave differently.
The inverted position allows quicker recovery after a tilt; the rod stops moving quicker as the weight is closer to its pivot point. If you like your tilts tight, raising the challenge, the inverted position is the one to use as you can adjust the tilt to a hair level, but not so much that you tilt subsequent balls on a tilt. The disadvantages are that you have to remove the ring to insert the bob correctly, and that if the bob ever loosens up, it will just sit on the ring causing a non-playable machine.
The "normal" position does not have the issue just described; if the bob falls off, you end up with no tilt. Because the weight is farther along the rod, the tilt adjusted this way takes longer to recover after hits and may in fact swing for a very long time (2 minutes or more depending on the force imparted).
Regardless of the bob position chosen, you want the bob to be centered in the ring assembly. This can be accomplished by moving the ring if it has slots to do so, or by bending the hanger bracket the rod is suspended from. Sometimes you can flip the ring assembly upside down to obtain a better profile for the bob and ring to meet.
Shaking a pin is a part of the game, and possibly the greater factor in making you a better player. If you can impart force to the ball through shaking on a tight tilted machine, you will find yourself a much better player in all situations. Anyone can brute force manhandle a machine with no tilt; it takes skill and finesse to do so on a machine with a hair tilt.

Balls

Inspect the balls in a game regularly to ensure none are pitted or becoming rusty. A damaged ball has the potential to strip playfield ink in a very short time. Keep the balls clean and polish them occasionally with a soft cloth; try not to put balls back in the machine that have skin oil on them. Transfer from the cloth directly to the machine.
The more close to round a ball is the better/more wild it will play. Balls are just ball bearings, and are manufactured to tolerances up to .001%. You don't need a ball that true to put in a pinball, but if you can afford them, they would play very well. Buying pinballs from a reputable supplier is fine; a pinball costs between 90 cents to 5 dollars depending on finish and tolerance.