What is a "Hack"?
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Broadly speaking, a hack is any repair work in the following categories.
- Represents an irreversible change to the machine
- Does not leave the machine as close to original as possible
- Does not solve the problem it is intended to fix
- Covers up other problems
- Uses incorrect parts
Generally, operators want the machine working as fast as possible. And this need may occur when the necessary parts are not available. So anything goes. Collectors, on the other hand, want machines that are as close to original as possible, and have the time to locate and install the correct parts.
Hacks can also allow collectors to substitute for repairs that would otherwise be too complex. If these hacks are reversible, they are preferable to further damaging a machine.
Commercial pinball resellers vary greatly in quality. Some would never use a hack. Others are driven by the speed at which they can get the game out of the shop, and a hidden shortcut may be just what they needed. This is why it is important to inspect the boardset, playfield and insides of the machine for anything unusual before you buy it. There will always be something you will miss, but if you see something obviously incorrect, you can ask about it.
Here's a common WPC hack.
The WPC GI connectors, in most routed machines, suffer from connector burn. The current passing thorugh the GI pins heats them up, and if the machine has been operated in a warm place, can exceed the temperature rating of the connectors. The pins corrode, causing more heat emissions. The plastic browns and melts away, and the GI goes dim.
Here's a hack fix. The connector has been removed, and the wires soldered directly to the pins. Repair requires replacing the pins on the main board, and putting new connectors on the wires. This hack is fully corectible, but not what you want in your machine.
Bonus hack: wire across the fuse.