An Introduction To Bally Flipper Games
An Introduction To Bally Flipper Games
An Introduction To Bally Flipper Games
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MANUFACTURING CORPORATION
2640 Belmont Avenue Chicago, Illinois, 60618, U.S.A.
(
TELEPHONE (312) 267-6060/TELEX NO. 253076/CABLE ADDRESS: BALFAN
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TABLE OF CONTENTS
PAGE
INTRODUCTION
--------------------------------------------------1-
TERMS AND DEFINITIONS -------------------------------------- 3
SYMBOLS ---------------------------------------------------- 8
WIRE COLOR CODE -------------------------------------------- 10
LUBRICATION ------------------------------------------------ 11
SWITCH CONTACTS -------------------------------------------- 11
SCORE MOTOR UNIT ------------------------------------------- 12
RELAYS
11
G
11
Type ---------------------------------------------- 15
Trip Bank --------------------------------------------- 17
Interlock --------------------------------------------- 20
STEP UP UNITS
Continuous Rotation ----------------------------------- 21
Total Reset ------------------------------------------- 21
Single Step Reset ------------------------------------- 21
CREDIT OR REPLAY UNIT -------------------------------------- 24
SCORE DRUM UNIT -------------------------------------------- 25
SCORING DEVICES
Roll Over Wire ---------------------------------------- 26
Target ------------------------------------------------ 26
Roll Over Button (star type) -------------------------- 27
Roll Over Button(round button type)-------------------- 27
Sling Shot -------------------------------------------- 28
Rubber Rebound (stand up) ----------------------------- 28
Mushroom Bumper --------------------------------------- 29
Bumper Target ----------------------------------------- 29
THUMPER BUMPER
AC Type ----------------------------------------------- 29
DC Type ----------------------------------------------- 30
FLIPPERS
Standard ---------------------------------------------- 31
Closing ----------------------------------------------- 32
3 BALL IN PLAY GAME ---------------------------------------- 33
BASIC CIRCUITS ---------------------------------------------- 34
INTRODUCTION TO SERVICING ---------------------------------- 38
TROUBLE-SHOOTING HINTS ------------------------------------- 41
INTRODUCTION
It is the purpose of this outline to summarize the essential components
that make up a coin operated amusement game. It is written, primarily,
to.provide a foundation and background for the men who service these
games. No one can hope to memorize every detail of every circuit and
component in today's great variety of games. A good technician does
not even attempt it. Instead he should be able to obtain information
as he needs it, from the instruction sheets, drawings and schematics
provided with each particular game. To do this, he must be able to
read and interpret the schematic diagram. The ability to read a draw-
ing, coupled with the basic principles of electricity will make it
much easier to understand, adjust, operate and repair ANY GAME or
electrical device.
UNDERSTANDING SCHEMATIC CIRCUITS
The schematic circuit is a complete drawing of all the individual elec-
trical circuits. A shorthand system of symbols and lines are used.
The symbols represent switches, coils, fuses, etc. The lines indicate
how these are connected together.
A knowledge of the mechanica1 movement of the components that actuate
the various switches is necessary. Not all the switches of a compo-
nent assembly are close together on the schematic drawing. The swit-
ches of an assembly are divorced and shown individually in only that
circuit in which it is used. At first glance the schematic may look
complicated. Actually it is nothing more. than a collection of many
simple circuits, each designed to do a particular job. In trouble
shooting, it is important to isolate the problem. Reference to the
schematic is then made only to those circuits that apply.
TROUBLE SHOOTING
Never experiment with any of the mechanism. Improper adjustment, or
makeshift repair, will only cause serious damage to other parts of the
machine, or repeated failure of the part.
To service any coin operated amusement game in a minimum of time, it
lS necessary to isolate the problem to a particular circuit. A system
of logical elimination will reduce the possible trouble spots.
This is done by attempting to play the game and observing the results.
With a l t t l ~ reasoning, a brief reference to the schematic and per-
haps a continuity check will inevitably determine the cause.
A visual inspection of the components in the possible trouble area
may often save time. Always look for a possible loose wire, bad
connection at plug or socket, and broken or unhooked springs on step-
ups, relays, etc.
-1-
SAFETY
Certain safety requirements should be kept in mind when a coin
machine is being serviced. It is important to remember that current
is the electrical shock factor rather than the amount of voltage.
Current flow is equal to the voltage divided by the resistance. When
the skin is wet or moist the contact resistance may drop to as low
as 300 ohms. With this low body resistance even a relative low vol-
tage can supply enough current to be fatal. Do not work on any elec-
trical equipment with wet hands or while wearing wet clothing or
shoes. Shoes with well insulated soles and heels should be worn.
Cleaning solvents, when used, require certain safety percautions also.
Volatile liquids such as benzol, turpentine and kerosene can be dan-
gerous because of the possible igniting of fumes by a spark. If these
liquids are to be used, be sure the game is turned off, and that there
is sufficient ventilation to avoid an accumulation of fumes, and that
all fumes are cleared before the game is turned on.
Carbon tetrachloride , although it does not create a fire hazard, is
dangerous because of the ill effects of breathing its vapor. It may
result in headache, nausea or dizziness. In a poorly ventilated space
it can cause u n o n i o u s n ~ s s or even death.
Available at many local electrical or radio supply houses are many
commercial solve.nts for electrical and mechanical equipment. These
leave no residual deposits, are non-inflammable and come in conven-
ient spray cans.
-2-
ACTUATOR
ADJUSTMENT
ARC
ARMATURE
BACK-UP BLADE
BALL EJECT .SOLENOID
BALL SHOOTER
BANK
BLADE
BONUS SCORE
BUMPER
BUMPER SKIRT
BURNISHING TOOL
CAM
CIRCUIT
TERMS AND DEFINITIONS
That portion of a device that operates a
switch.
The spacing of contacts on switch blades
in a switch assembly. The placement of
certain levers,pawls, stop brackets,posts,
etc.
The discharge of electrical energy through
a gas such as Air.
A moveable piece of metal attracted by a
magnetic field.
An auxiliary blade to dampen the vibration
of its adjoining operating blade.
The solenoid to operate mechanism to kick
ball out of a hole or pocket.
The spring loaded rod, operated by the
player, to propel the ball into the play-
field area.
A number of relays mounted into a common
assembly.
A highly conductive spring type metal in
the use of a switch.
An accumulated score added to the total
score, when a certain feat is accomplished.
A round plastic assembly mounted on the
playfield, with an attached stem to operate
a switch when hit by a ball.
Lower circular part of a bumper which moves
when struck by a ball.
A non-abrasive strip coated with minute
particles of metal used to clean switch con-
tacts.
A metal, plastic or bakelite disc with
notched dwells qr lobes, attached to a motor
shaft or extension of a motor shaft. The
disc operates associated switches when motor
is operating.
A closed network of conductors thru which
an electric current can flow.
-3-
COIL
COIL STOP or CORE PLUG
COIN CHUTE
COIN LOCKOUT COIL
CORE
CURRENT
DISC
DRIVE ARM
DRIVE PAWL
ESCAPEMENT PAWL
FLIPPER
GAP
Many turns of insulated wire wound on a
spool. Used to create a magnetic field
when energized.
A small assembly at the bottom of a so-
lenoid which is used as a stop for the
plunger.
Mechanism that tests coin for size,weight,
and material before passing thru to
actuate coin switch.
A device mounted on the coin chute assem-
bly that allows coins to drop to the coin
chute switches when the coil is energized.
When not energized, the coins are rejected
and returned to player.
The stationary soft iron in the center of
a coil winding, as in a relay or transfor-
mer.
The flow of electrons caused by an elec-
trical force called voltage. The amount
that will flow for a given voltage is de-
pendent on the electrical impedance of the
circuit. The unit of measurement of cur-
rent is ampere.
The stationary bakelite piece to which
rivets or etched copper laminate is attach-
ed. Used on step-up units, drum units,
motor units, etc.
The step-up lever that is operated by the
solenoid plunger to advance the ratchet
gear.
Attached to the drive Arm, it engages the
next tooth of the ratchet gear to advance
when solenoid is de-energized. Advancing
the ratchet is done by spring connected
to the drive arm and drive pawl.
Used to single step reset type unit, it
allows the ratchet to return only one po-
sition when the reset pawl is disengaged.
Electrically operated bat-type lever, con-
trolled by player to manipulate the ball
on the playfield.
Air space between a set of contact points.
-4-
GATE
HOLD OVER
INSERT
INSULATOR
INTERLOCK RELAY
LATCH
LITE BOX
LINK
LOCK ARM
LOCK IN
MAGNET COIL
MOUNTING PANEL
A one way device that allows the ball to
enter the playfield or an alley on the
playfield and acts as a rebound in the
opposite direction. Also an electrically
operated device that will allow the ball
to enter ball shooter alley and be shot
again without being counted.
Generally a feature of the game that is
not reset at the beginning of a new game,
rather it is carried on until the feature
award is earned. Hold over may also apply
to a feature of the game that resets at
the start of a game, but is carried over
from ball to ball during a game. It may
be a hold over until the start of a game
or it may be a hold over until the feature
award is earned.
Carried over more than one play on the
machine.
The panel mounted in the back box on which
drum units, lites, relays, other units are
mounted.
A material that does not conduct electrical
current.
A relay consisting of two coils whose arma-
tures are mutually locked in mechanically.
A mechanically locking device.
The wooden box mounted on the rear of the
cabinet. Sometimes referred to as a back-
box.
Connecting piece between two moving parts.
A mechanical latch device on a step-up unit
to insure full return (index) of the ratchet
upon reset. Sometimes called a catch pawl
or a reset latch.
A term applied when a relay is kept ener-
gized thru a switch of its own, after the
original source of energy has been removed.
A coil wound around a stationary soft iron
core, such as a relay coil.
The board located on floor inside cabinet
used to mount transformer, score motor unit,
relays, units etc.
-5-
OUT HOLE
PLAYFIELD
PLUMB TILT
PLUNGER
RATCHET
REJECTOR
RELAY
REPLAY BUTTON
RESET PAWL
RESIDUAL
RESISTANCE
SCHEMATIC
SEQUENCE
SHOOTER
Refers to hole or cup at bottom section of
playfield located under bottom arch. Dur-
ing play of game, the ball is kicke0. out of
outhole by the outhole kicker, over the
ball trough to shooter or alley.
Play area of game.
Pendulum type tilt switch generally located
on cabinet to left of coin box.
A soft .iron rod that is attached to the
solenoid's magnetic field. This movement
is linked to do mechanical work.
A circular notched (geared) piece of metal
or plastic used to rotate step-up unit.
(see coin chute).
An electrically operated component that ~
control two or more circuits from the com-
pletion of one circuit.
Mounted at the front of the game and used
by the player to start a new game without
the use of a coin.
Holds the ratchet in position between step-
ups so that the wiper assembly is centered
on rivets. Also prevents the ratchet from
resetting between step-ups on a reset type
unit. Sometimes referred to as a index
pawl.
The unwanted left-over magnetism left in
the armature after the electrical energy
has been removed.
Property of matter that restricts or im-
pedes the flow of electrical current.
Measured in units called ohms.
Drawing showing complete wiring of all
components by means of a shorthand system
of symbols and lines.'
A definite pre-determined pattern or order
of operation:.
Spring loaded rod operated by player to
propel ball from shooter alley onto play-
field.
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SLAM TILT
SLEEVE
SLO-BLO FUSE
SOLENOID
STEP-UP UNIT
I I.
SWITCH SPACERS
THUMPER BUMPER
TORSION SPRING
TRANSFORMER
WIPER ASSEMBLY
Switch assembly with an attached weight
to the end of the long blade,so that
switch will
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make'i when game is jarred or
bounced.
A replaceable liner inside a solenoid.
A delayed action fuse. Can withstand a
momentary surge of high current, but will
open up if the excess current is sustained.
A coil of insulated wire with a hollow core
into which a plunger is pulled when coil
is energized.
An electrically driven rotary type of switch
Small bakelite pieces separating one switch
blade from another.
Bumper that automatically kicks the ball
when ball hits bumper skirt.
Spring around a shaft that winds up as the
shaft is rotated.
An electrical component consisting of two
or more coupled windings, with or without
a magnetic core for inducing mutual coup-
ling between circuits.
Primarily used to change vqltage ratios
up or down.
The rotating contact blades that complete
the circuit of a step-up unit disc assembly.
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SYMBOLS
Normally open, closed when energized,
make or type A sw.
Normally close, open when energized,
break or type B sw.
Transfer, make-break or type C sw.
Double make, make-make or type D sw.
Score Motor Operated Switch.
Fuse
Motor
Lites
Line Plug
Grounding Connection
Coil (relay coil or solenoid)
-8-
SYMBOLS
TRANSFORMER
WIRES CONNECTED
WIRES NOT CONNECTED
RESISTOR
~ 1 t---( -
CAPACITOR or CONDENSER
DIODE or RECTIFIER
-9-
BALLY WIRE COLOR CODE
1. RED ( -R- )
2. BLUE (-B1u-)
3. YELLOW -Y-
4. GREEN -G-
)
5. WHITE
-w-
Dash before abbreviation used
only when there is no tracer.
6. BROWN
7. ORANGE
8. BLACK
9. GRAY
0. No Tracer
J. Jumper
First number
Second number
Third number
(after dash)
EXAMPLE:
(-Br-
-0-
-B-
)
(Gray )
= wire body color
= tracer color
= re-use of same color wire.
50 = White wire with no tracer
51 = White wire with red tracer
51-1 = White wire with red tracer used 2nd time
51-2 = White wire with red tracer used 3rd time
-10-
I .
I .
LUBRICATION
Over-lubrication causes far more trouble in coin-operated equip-
ment than Practically all cases of poor con-
tact on switches and wiper discs are due to oil or grease, or oil
vapor which forms a film or residue on the contacts and will not
allow current to pass through. Excess lubricant may also seep
into the clutches, causing them to slip.
IMPORTANT: NEVER USE VASELINE FOR LUBRICATION OF ANY PART OF THE
MACHINE. Vaseline is not a true lubricant. It leaves a dirty
and gummy residue and it becomes very thick when cold. A special
Coin Machine Lubricant is supplied with each machine.
Step-up levers, Ratchets, Cams, Shafts and other sliding or oscil-
lating parts should be very lightly greased with special Coin
Machine Lubricant (supplied with machine) not oftener than every
six months. The bakelite discs on the Motor Units and Step-up
Units will require lubrication with the special Coin Machine Lu-
bricant only after the grease is completely evaporated (3-12 months,
depending on climate) or when the film of grease becomes dirty.
In either event, clean the parts thoroughly with a solvent and a
clean soft cloth, then apply an extremely thin coat of the special
grease with a fine camels hair brush.
Solenoid Plungers should not have a lubricant of any kind. Should
there be a sluggish tendency or if plungers are sticking, the parts
should be cleaned with a solvent and flaked graphite applied on re-
assembly.
SWITCH CONTACTS
The contact points, as used on the switches, are generally made of
silver which has a high conductivity of electrical current. In some
cases, various alloys of silver are used such as.a combination of
85% silver, 15% cadmium, 83% silver, 17% cadmium oxide. Certain
alloys are used for specific requirements such as high current, low
resistance, etc. If point replacement is necessary be sure to re-
place with the proper equivalent.
Whenever a replacement point is set, it is important that the under-
side of the point is peened carefully so that it is seated evenly
and tightly. This increases the current carrying capacity to its
maximum efficiency. A loose point will cause arcing and burning of
the blade, eventually the point will fall out. When the contact area
of the point becomes dirty, or pitted, a burnishing tool should be
used. Filing of the points is not recommended, as the grooves, caused
by the file, tend to increase the arcing resulting in a premature
short life.
-11-
SCORE MOTOR UNIT
The score motor unit controls the sequence of the various circuits.
This is accomplished by a motor driven set of cams that operate
their respective switches in a fixed pattern.
This assembly is used in every pinball game and consists of a frame,
a motor, and cams, mounted on a common shaft, the cams are numbered
in sequence starting with #1 cam closest to the motor. The cam
switches are lettered alphabetically starting with "A" for the bottom
switch of a switch stack. For example, switch "3B,SCM" is a switch
on the score motor unit (SCM), operated by #3 cam (3), and is the
second switch (B) from the bottom of the switch stack.
The motor has to receive a starting pulse from various sources; how-
ever, it will cycle itself, one half revolution (180 rotation) by
means of motor run switch on #1 cam.
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SCORE MOTOR
CAM SWITCHES
1 1
5 6 7 8 9 10 11 12
\
MOUNTING
BRACKET
13
SCORE MOTOR UNIT (typical)
Components:
Frame
Motor (26 RPM) (Normal cycle is revolution)
Cams (11 or 12 cams)
Switch assemblies (varies with games)
Purposes:
CAMS
#1
#2
#3
#4
#5
#6
#7
#8
#9
#10
#11
#12
Program sequence
Pulsing
Timing
Index cam also carry-over for motor run
5 pulse cam for scoring, resetting, etc.
1 pulse, same as 1st of #2 cam pulses
1 pulse, same as 2nd of #2 cam pulses
1 pulse, same as 3rd of #2 cam pulses
1 pulse, same as 4th of #2 cam pulses
1 pulse, same as 5th of #2 cam pulses
1 pulse, after 5th pulse of #2 cam pulses
3 pulse, same as 3rd,4th,5th of #2 cam pulses
1 pulse, after #8 cam pulse
6 pulse, in between pulses of #2 cam pulses
Alternating (if used) - cam switch is closed
on !:2 revolution and open on other.
-14-
!:2 CYCLE
dwell )
( 5 lobes)
( 1 lobe
1 lobe
1 lobe )
1 lobe )
( 1 lobe
( 1 lobe
( 3 lobes )
1 lobe )
( 6 lobes )
RELAYS (G-TYPE)
PURPOSE When electrical current flows thru the coil a magnetic field
results. This field attracts the armature flap and mechanically
actuates the switches. Thus, by a single action of completing the
circuit to the relay coil, any number of individual circuits can be
controlled thru the associated relay switches.
A single pulse to the relay coil in conjunction with a lock in switch
can hold in the circuits until a certain function is completed. This
is useful in cases of multiple scoring, stepping up or resetting a
unit or where a definite sequence of operation is necessary.
ADJUSTMENTS The gap and follow thru specifications should be used as
a guild, and some judgement must be exercised to insure that the ad-
justed gap will perform properly under the use conditions.
All switch adjustment must originate with the plastic switch actuator
in de-energized position. After switch adjustments are completed the
actuator should automatically return to this position. All switch ad-
justments must be done with a stroking action of the adjusting tool and
no sharp bend at the switch spacers. Before adjusting switches,. make
sure the tip of the long blades are centered in the slots of the switch
actuator, otherwise they will hamper the movement of the switch actuator.
Tighten down the screws that hold the switch assembly. This is suggested
because the plastic spacers in the switch stacks will occasionally shrink
by drying out, causing a poor adjustment. When switches are properly
adjusted, there should be about 1/32
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follow thru, except in case of
lock in switches which should be slightly more. This "follow thru"
action provides a wiping motion between contacts, keeping them clean.
NORMALLY OPEN SWITCHES Hold switch actuator in top position. Adjust
long blade so the tip rests lightly (10 grams pressure) on upper side
of slot in plastic switch actuator. Adjust short blades to 1/32" clear-
ance between contact points, except on lock in switch 1/64" clearance.
NORMALLY CLOSED SWITCHES Hold switch actuator in top position while
adjusting long blade so the tip rests lightly (10 grams pressure) on
upper side of slot in plastic switch actuator. It may be necessary
to adjust short blade away from the long blade. Hold switch actuator
in down position while adjusting short blades to 1/32" clearance be-
tween contact points.
The armature spring should have enough tension to bring the armature
up against the armature stop when the relay is not energized. See
that pressure from poorly adJusted switches is not affecting the
armature before attempting adjustment on the spring.
If a relay "chatters" or
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hums", check to see that switches, located
on it, are not out of adjustment and causing too much upward tension
on the armature. In some cases the trouble can be due to foreign
matter on top of the relay coil core. This can be. removed with a
small file.
-15-
'G' TYPE RELAYS
COIL DESIGNATIONS
#G-31-2000
ARMATURE
SPRING RETAINER
BRACKET
SWITCH
ACTUATOR
INDICATES N U ~ ~ R OF TURNS
INDICATES SIZE OF MAGNET WIRE
INDICATES SIZE OF COIL
COIL
PART NUMBER
MARKED ON WRAPPER
16
MOTORIZED TRIP RELAY BANK
The motorized trip relay bank assembly was designed and patented by
BALLY, primarily to eliminate the 115 volts from the operating cir-
cuits of a game and to insure a positive reset of all trip relays.
A trip relay bank consists of a number of relays on a common frame,
a main relay mounting plate, plastic reset cams on a common shaft
and a reset motor. The trip relays are reset when reset cams are
operated by a 50 volt motor usually 35 R.P.M. Each cam raises an
individual relay latch assembly momentarily, allowing the armature
to hold it in locked position until the respective relay coil is
energized.
A trip relay coil, when energized will magnetize its armature thus
"tripping" (releasing) the latch assembly to actuate its switches.
The switches remain actuated until relay is reset, eliminating the
necessity of a lock-in circuit for each relay. When a
11
clutch trip
relay" or relays'are included in the assembly, it is possible to
reset groups of relays independently from other groups. Each group
of relays has its own index cam to insure a complete reset cycle.
The main relay mounting plate may be removed from the trip bank
assembly frame by removing the thumb screws from the two end plates
of the assembly then raise the back of the relay mounting bracket
which swivels on the main shaft and lift off.
1. To replace a trip relay coil, latch assembly or armature:
(a) Remove the main relay mounting plate (as described above).
(b) Turn main mounting plate upside down. Note that coils are
mounted in group coil brackets 2 or 3 to a group.
(c) To remove a coil, latch assembly or armature, loosen screws to
all coils in a group coil bracket. Remove nuts and lock washers
that secure the bracket to main mounting plate.
(d) Unsolder bare jumper wire on all coils in the bracket.
(e) Hold down latch assembly and remove the coil bracket from the
main mounting plate.
(f) To replace armature or latch assembly, first remove the spring.
(g) To replace the center coil of a 3 coil group, either remove an
outside coil first, or remove center armature spring and arma-
ture.
(h) When replacing the bracket-coil-armature group back on main
mounting plate, hold down latch assemblies and also hold arma-
tures against the coils. When assembly is completed, solder
bare jumper wires to coils.
-17-
l.
2. To replace motor or cams:
(a) Remove main relay mounting plate.
(b) Remove 2 screws from long rods that secure end plate and motor.
(c) Pull end plate and motor.
(d) Remove 4 motor mounting screws. NOTE When installing a new
motor, be sure roll pin on new motor shaft is in place.
(e) To remove cams when no clutch is on the assembly, pull the entire
cam shaft assembly from other end plate. Remove "E" retainer
ring from end of shaft and cams will slide off. Normally all
cams are identical.
(f) To remove cams when a clutch is included on the assembly, remove
cams away from center cam, do not loosen set screws on center cam
unless necessary. To remove cams on motor side of center cam,
drive out roll pin in shaft. To remove a clutch assembly, drive
out roll pin holding clutch assembly.
SWITCH ADJUSTMENT
The switches should be adjusted so that they perform the desired func-
tion in both on and off conditions. Some judgement should be exercised,
for you want the switch to 'perform properly, not have a uniform gap
setting.
Before adjustments are made, make certain that the screws holding the
switch stacks are down tight. The plastic spacers in the switch stacks
will occasionally shrink by drying out. This causes a poor adjustment.
The switches should be adjusted with a minimum 1/16" gap and at least
1/32" over travel. Do not kink or bend sharply as this will cause the
blade to fatigue and lose its ability to spring back. Eventually it
may fracture and break. Adjust blades with a sweeping, bowing motion,
with a switch blade adjusting tool.
-19-
INTERLOCK RELAY
Functionally this type of relay is the same as other relays, differ-
ing only in that it is "locked in'' mechanically although the coil
is de-energized.
It consists of a regular relay plus an additional coil and armature
plate, place in a position so that when one coil is momentarily
energized it will pull its armature down and allow the other armature
to slide over it. Thus holding it mechanically in that position until
the other coil is momentarily energized and the process is repeated in
reverse.
The coil and armature assembly containing the switch stack is called
the "latch" coil, sometimes referred to as the "reset coil". The
coil with only the armature is called the "trip coil".
ADJUSTMENT
Hold the latch armature down directly over the center of the latch
coil, there should be a .010
11
gap between the trip coil armature and
the nylon piece.
Hold the trip coil armature down, there should be about . 010
11
between
the two armatures.
Adjustment of the gap are made by loosening the screws holding the trip
coil in place. Be sure to tighten down the screws after adjustment is
completed.
The switch adjustments are the same as that for a regular relay.
INTERLOCK
RELAY
ADJUSTMENT
SCREWS
LATCH
COIL
-20-
TRIP COIL ARMATURE
o oO
ADJUSTMENT
POINT
STEP-UP UNIT
Other Names: Stepper Unit, Rotary Switching Unit, Step Switcher
Unit, etc.
Types of Units: 1.
3. Escapement Reset,
Continuous Rotation
(single step reset) .
2. Total Reset
Continuous Rotation Units: This unit has only one solenoid which
drives the unit in only one direction. The score drum units and
00-90 units are examples of this type of unit.
Total Reset Units: This unit has two solenoids - one to drive (step
up) the unit and another to reset the unit to index (zero) position.
The ball count unit, player up unit are examples of this type of unit.
Escapement Reset Units: This unit has two solenoids - one to drive
(step-up) the unit and another to reset the unit one step (position)
at a time. The credit unit and some bonus units, especially those
that score over 500 or 5000 points, in increments of 10,000 or 1000,
are this type of unit.
Purpose of Step-Up Units: These units serve as a mixer'sequence unit
(00-90), counter unit (score drum unit), memory sequence unit (bonus
units), alternator unit (two-coin unit), sequence unit (player up unit)
etc.
They are switching units in that they make or break circuits in a de-
finite pattern. Actual switching is done by wiper assembly making con-
tact with wired rivets or
11
printed circuits" on the bakelite disc.
Operation of Units: Step-up (drive) solenoid; when the solenoid is
energized, the drive pawl engages the next tooth on the ratchet, re-
lease power, and the drive spring advances the ratchet one step. The
wiper assembly is attached to the ratchet so the wiper moves from one
rivet to the next. The index pawl or reset pawl holds the ratchet in
a position until the drive pawl moves the ratchet to the next position.
Total Reset Unit: Step-up operation is the same as above. This unit
has a reset solenoid and plunger which when energized operates the re-
set (index) pawl to dis-engage the drive pawl and mechanically locks
itself and drive pawl away from the ratchet. The .torsion spring (none
on continuous rotation units) is attached to the ratchet to return the
ratchet back to index (zero) position.
Escapement Reset Unit: Step-up operation is the same as above. This
unit has a reset solenoid and plunger as on the total reset unit. The
main difference between the total reset unit and escapement reset unit,
is that the escapement reset unit has an escapement pawl and spring,
which allows the ratchet to reset only one position each time the re-
set solenoid is energized. The escapement pawl does not lock in dis-
engaged position. To totally reset this unit, it is necessary to pulse
the reset solenoid until the unit is in index position.
Wiper Assemblies: Type of wipers - 1. Grounded to frame. 2. Copper
1 disc feed. 3. Insulated. 4. External wire feed.
IL
11.-'
-21-
ESCAPEMENT
PAWL
RESET COIL
STEPUP
ARM
STEP-UP UNIT
22
Q)
(p
(1)
a
ZERO SWITCH
(}
STEPUP
COIL
OJ
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Grounded to Frame Wipers: These wiper blades make contact with
metal spacers on the wiper assembly, which in turn are grounded to
the unit frame through a wiper finger. The frame is fed by a wire
soldered to a solder lug which is screwed to the frame.
Copper Disc Feed Wipers: The feed to these wipers is a copper disc
on the wiper assembly, which is fed by a wiper blade that is riveted
to the bakelite disc and wired to a solder lug on the disc. These
wipers are insulated from the metal spacers by bakelite spacers.
Insulated Wipers: These wipers are g n r ~ l l y paired and they are
insulated from other blades by bakelite spacers of the wiper assembly.
One wiper is fed by a rivet, completing circuit to another wiper and
rivet.
External wire feed wipers: This type of wiper can only be used on
the reset type of unit. The feed to these wipers is a spring shielded
cable mounted on the assembly. One end of each wire is soldered to
a solder lug which makes contact with the wiper blade,. and the other
end is soldered to a solder lug mounted on the disc, or an auxilliary
bakelite strip.
Switches: End-of-Stroke Switch: This switch is actuated by the drive
arm about the time the drive pawl has engaged the next tooth of the
ratchet.
Zero Switch: (Used only on resetting units). This switch is actuated
by a pin on the ratchet when the unit is in index position. This switch
should be adjusted so that it does not restrict the movement of the
ratchet in any way.
Limit Switch: (Used only on resetting units). This switch is actuated
by _a pin or post on the ratchet when the unit has advanced to its maxi-
mum position. This switch should be adjusted so that it does not re-
strict the movement of the ratchet as the unit advances into the last
position.
-23-
CREDIT OR RELAY UNIT
The credit unit is an escapement reset step-up unit with a numbered
reel. The reel indicates the number of credits remaining.
The credit unit is advanced by coins passing thru coin chutes and
when credits are earned during play of game (wherever not prohibited
by law), twenty-five credits is the maximum limit of credits avail-
able, adjustable for lesser amounts.
The credit unit is reset one credit at a time when the credit button
is used to set up a game or increase the number of players eligible
to play, within limitations of the game.
This unit has a zero switch which "opens" when no credits remain.
When this switch is open
11
, it makes the credit button switch in-
operative. The unit has a limit switch which "opens
11
when maximum
credits are registered. This switch
11
0pens
11
the circuit to the step-
up solenoid. This unit also has an end-of-stroke switch which oper-
ates the sounder (knocker) to indicate audibly when a credit has been
added.
END OF
SWITCH
RESET
SOLENOID
-24-
ZERO SWITCH
STEPUP
SOLENOID
SCORE DRUM UNIT
To add and accumulate the players score, a n u ~ e r of drum units are
used. These are 10 position, continuous rotation, type of step up
units, with an attached plastic drum numbered.from 0 to 9. Some
drum units also have a 10 position bakelite disc and wiper assembly,
for additional circuit applications. A switch that opens at the
zero position allows the unit to be "cleared" to zero or index posi-
tion, for the start of a new game. Another switch that opens at
zero allows the reset relay (or start relay) to remain energized to
guarantee that all drum units "clear" to zero.
During the course of the play of the game, a ninth position make switch
is used so that the unit's riext pulse will also advance the adjoin-
ing drum uniti for example score of 19 to a score of 20. An end of
stroke break switch is used to break the lock-in circuit of the point
relay. The lock-in circuit is used to insure a proper advance of the
drum unit.
NUMBERED DRUM
\-
BAKELITE DISC
END OF STROKE ___._
BREAK SWITCH
SCORE DRUM UNIT
-25-
BREAK SW.
9TH POSITION
MAKE SW.
ROLL-OVER WIRE
Roll-over wire forms serve as levers that when actuated by a ball on
the playfield, operate switches mounted beneath the playfield. The
wire forms come in various sizes and shapes. They are also designated
as right or left roll-over wire forms.
ADJUSTMENT
First, be sure that the wire form is centered in the slot in the play-
field. Second, the long blade of the switch should be adjusted to
hold the wire form snug to the bottom of the playfield. Too much
tension will hang up the ball in play.
Normally open switches: Adjust short blade so there is 1/16" gap
between contacts. Then place ball on highest point of wire form, there
should be approximately 1/32" follow thru after contacts are closed.
With cabinet leveled, playfield should have a ~ pitch. Place ball
in the rest position so that the ball comes in contact with wire form
and playfield at the same time. Release ball, if switch pressure is
correct, ball will pass over wire form causing the switch to score.
Under no condition should the ball stop on the wire form, since this
may cause a coil to burn out.
Normally closed switches: The short blade should be adjusted so that
there is a gap of about 1/64" between contacts when ball is on highest
point of wire form.
To prevent switch vibration a special blade is used. It should be
adjusted so it is just barely in contact with the short blade, to act
as a damper. For an additional test, the playfield may be jarred with
the hand to check for switch vibration.
TARGET SWITCHES
Target switches are mounted on the playfield, and are actuated by the
ball hitting the plastic target. They may have two (2) or three (3)
blades ..
ADJUSTMENT
The front blade (the one in which the plastic target is mounted), should
be formed so it is touching the end of the slot in the playfield. Doing
this will dampen front blade vibrations. The spacing between contacts
should be 1/16" and 1/32" follow thru. Do .not kink or bend sharply as
this will cause the blade to fatigue and break. Adjust blades with a
sweeping, bowing motion, with a switch adjusting tool.
-26-
ROLL-OVER BUTTON (star type)
This roll-over button assembly consists of a plastic insert that acts
as a seat for the roll-over button and its stem. As the actuated
switch blade is directly on this stem, there is no leverage advantage
as in the roll-over wire form type of actuator. Therefore, a careful
switch adjustment is necessary.
ADJUSTMENT
The actuated blade is adjusted so as to apply a slight pressure on the
button. The short blade is adjusted for a gap of approximately 1/32"
and a 1/32" follow thru.
The anti-vibration blade should be just barely touching the short con-
tact blade.
With the playfield secured in a normal operating position, it is ad-
visable to strike the playfield, to check for vibration of the switch.
It should also be tested by placing a ball at the top edge of the button
to check that the ball does not hang up.
ROLL-OVER BUTTON (round button type)
This roll-over button assembly consists of a metal bushing screwed into
the bottom of the playfield, and a round white plastic button with a
stem. As the actuated switch blade is directly on this stem, there is
no leverage advantage as in the roll-over wire form type of actuator.
Therefore, a careful switch adjustment is necessary.
ADJUSTMENT
Using a heavy switch bracket adjusting tool or long nose pliers, bend
switch stop bracket so that the button is flush with the top of the
playfield.
The actuating blade is adjusted so as to apply a slight pressure on the
button. The short contact blade is adjusted for a gap of approximately
1/32" and a follow thru of 1/32". The anti-vibration blade should be
just barely touching the short contact blade.
With the playfield secured in a normal operating position, it is advis-
able to strike the playfield, to check for vibration of the switch.
It should also be tested by placing a ball at the top edge of the button
to check that the ball does not hang up or fail to score.
-27-
SLING-SHOT
The sling-shot is a solenoid operated kicker, that is usually located
near the bottom of the playfield. The solenoid is energized by the
ball hitting the rubber ring which in turn actuates the switch.
ADJUSTMENT
When sling-shot kicker is at rest, actuating blade of switch should
just barely touch the rubber ring, with 1/16" gap between switch points.
MOUNTING BRACKET .
RUBBER REBOUND SWITCH
~ ~ K I C K E R ARM
PLUNGER &
LINK ASSEMBLY
Adjustment: Adjust the switch the same as for the sling-shot.
-28-
I i
MUSHROOM BUMPER
Mushroom bumpers consist of a plastic cap with a stem, which directly
actuates the switch. The spring loaded cap is housed in a post, which
is fastened to the playfield. When a ball comes in contact with the
cap, it is raised up, allowing the switch to close.
ADJUSTMENT
The short contact blade is adjusted for a gap of 1/32
11
when the plastic
cap is in the normal position. (push cap down to make sure it is in
the normal position).
Lift the plastic cap by hand, and adjust the long contact blade for a
good solid contact with the short blade.
Be sure that the plastic cap returns to its normal position.
With the playfield secured in the normal operating position, it is
advisable to strike the playfield, to check for vibration of the switch.
BUMPERTARGET
A bumper target is a plastic assembly that will cause a ball to re-
bound and register a score. When a ball rolls on the plastic disc,
the attached stem actuates a cup-shaped switch beneath the playfield.
ADJUSTMENT
Make sure that the stem is in the center of the cup of the switch.
The bumper contact switch should be adjusted with a gap of 1/32
11
and
a follow-thru of 1/32
11
THUMPER BUMPER (AC type)
A thumper bumper is an illuminated plastic assembly with a metal and a
plastic disc around its body. When a ball rolls on the plastic disc,
the attached stem actuates a cup-shaped switch beneath the playfield.
This switch energizes a thumper bumper relay which is held energized
by ~ t own lock-in switch and the normally closed thumper bumper so-
lenoid end-of-stroke $Witch. Another switch on the thumper bumper
relay, when energized will energize the thumper bumper solenoid which
in turn pulls the metal ring down, kicking the ball away from the
thumper bumper.
The purpose of the thumper bumper relay is to insure a full stroke of
the thumper bumper solenoid,. and a third switch on the relay activates
the scoring.
-29-
ADJUSTMENT
The thumper bumper solenoid end-of-stroke should be adjusted to have
a minimum of 1/32" follow thru when plunger is pulled down. In any
case, the switch must open when the plunger is pulled all the way
down, otherwise the thumper bumper relay switch will keep the thumper
bumper solenoid energized.
The bumper contact switch should be adjusted with a gap of 1/32" and
a follow thru of 1/32". To insure best bumper action, the stem attach-
ed to the plastic disc should be centered in the cup of the switch.
This also insures that the stem will not lock the switch closed. Lo-
torque instrument grease should always be in the cup of the switch.
(available at your Bally distributors, however, never use vaseline).
This will prevent excessive wear of stem and cup.
THUMPER BUMPER (DC type)
The DC (direct current) type thumper bumper is very similar to the
AC (alternating current) type, except that it is operated directly
by its own contacts, therefore, no relay is used.
METAL FLANGE
WITH STUDS
CAP
PLASTIC SKIRT ;
WITH STEM
: =r=
01
SOLENOID
SWITCH
SCORING
SWITCH
THUMPER BUMPER
ADJUSTMENT
THUMPER BUMPER (D.C. TYPE )
The bumper contact switch should be adjusted with a gap of 1/32" and
a follow thru of 1/32".
The other switch is the scoring switch, which should have a gap of 1/16"
when the bumper is in the normal position.
-30-
1.
ADJUSTMENT (continued)
To insure best bumper action, the stem attached to the plastic disc
should be centered in the cup of the switch. This also insures that
the stem will not lock the switch closed. The DC type thumper bumper
does not need lubrication in the cup of the switch, because the cup
is made of self lubricating plastic.
FLIPPERS
A flipper is an electrically driven bat-type device. A push button
on each side of the cabinet allows the player to bat the ball with
an element of skill.
The flipper solenoid is a double wound coil. The pull-in winding is
a strong winding, constructed of a heavy gauge wire, to insure a fast
pull-in. The hold-in winding is a weaker winding, constructed of a
ljghter gauge wire. When the plunger is pulled-in, a solenoid end-
of-stroke switch is opened to cause the circuit to go thru both wind-
ings, thus preventing a solenoid burn out when the flipper button is
held in.
ADJUSTMENT
The solenoid end-of-stroke switch should be adjusted so that when the
plunger is completely depressed manually, the short blade should be
adjusted for a gap of 3/32" and a follow thru of 1/32".
The only lubrication required on the flipper unit is the linkage.
DO NOT LUBRICATE PLUNGER.
-31-
END OF
STROKE SW.
/
CLOSE FLIPPER or ZIPPER FLIPPER ASSEMBLY
The close flipper assembly moves the flipper assemblies together to
stop the ball from going into the outhole, thereby allowing the
player added playing time. Basically this assembly consists of a
solenoid to move the flipper assemblies together, a switch assembly
to lock-in-the circuit until the solenoid has mechanically latched
the assembly in the closed position and a release coil to unlatch
the spring loaded linkage to move the flippers back to their normal
positions.
ADJUSTMENT
The solenoid end-of-stroke switch should be adjusted so when the
plunger is completely depressed manually, the short blade should be
adjusted for a gap of 3/32" and a follow thru of 1/32". The only
lubrication required on the flipper unit is the linkage.
DO .NOT LUBRICATE PLUNGER.
-32-
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,.
3 BALLS IN PLAY GAMES
3 Balls-in-play games have proved very popular. It involves ball or
balls held captive on the playfield until another ball performs a
certain function to release the captive ball or balls thus it is
possible to have 3 balls in motion on the playfield at one time.
A game of this type requires some special equipment and consequently
special circuits to operate them. First of all, the game must be
able to establish the position or location of each ball. When a ball
becomes captive and the other two balls are out of play, a ball must
be released to the shooter alley so that the same player may continue
to play. The game must be able to determine when a play is completed
so that the next player may play, or in case there is only one player,
the game must advance the ball count unit.
BALL TROUGH ASSEMBLY FOR 3 BALL GAFill
This assembly has three trough switches to indicate when there are 3
balls in the trough. When there are 3 balls in the trough, the ball
release relay is energized which in turn energizes the ball release
solenoid to release one ball, except when the game is over. When
there is a captive ball on the playfield, the captive ball switch
takes the place of the 3rd trough switch, and when there is a 2nd cap-
tive ball on the playfield, the 2nd captive ball switch takes the
place of the 2nd trough switch. The ball trough switches must be ad-
justed so that the ball rolling down the trough will not make two
switches at one time. The switches must not be adjusted so tight as
to hold back a ball, no matter how slowly the ball rolls.
Spring loaded ball retainer pawls (3) on the side of the ball trough
prevents a fast ball from bouncing back in the trough, causing the
game to mal-function, such as failing to deliver a ball or delivering
an extra ball.
BALL RELEASE ASSEMBLY
This assembly is used only in a 3 ball game and operates only when the
3rd ball is out of play, at which time it releases a ball from the ball
trough except on game over. The first ball in the trough should stop
inside notch of release cam. The cam is positioned by 2 set screws.
After adjustment, push in plunger manually, the ball should kick out
before the plunger bottoms. After adjustment, the set screws must be
screwed in tight.
CAPTIVE BALL ESCAPEMENT ASSEMBLY
The captive ball escapement assembly was designed and patented by Ba!ly.
It is mounted under the playfield with escapement pawls extended thru
the playfield in such a manner that the ball in the captive ball alley
will advance one position at a time. The escapement pawls are hinged
on a single bar which is attached to a plunger. A solenoid when ener-
gized pulls the plunger allowing the captive ball to advance to the
next position and eventually to leave the captive alley.
-33-
BASIC CIRCUITS
ROLL OVER SW.or TARGET
RELAY
~ ~ ~ ~ I
EXAMPLE #1
This is the very simplest method of energizing a relay. The relay
is pulled in only as long as the switch is closed .
.,__ __ ___,1 t------
1
~ ~ ~ ________ ._ ______________________________________ ___
I
EXAMPLE #2
RELAY
The operation of example 2 is identical with example 1 except that
either switch will pull in the relay.
LOCK-IN
RELAY
~ ~ ~ ~ ~ ~ ~ ~
I
RELAY
The only difference with example 3 from 2 is that the hold relay
switch must be closed to complete the circuit.
-34-
EXAMPLE #4
LOCK-IN
RELAY
LOCK-IN
RELAY
This is the basic form of a lock-in or hold relay. Once the relay
is energized, the only way to de-energize it would be to remove
the voltage source.
SCORE MOTOR
EXAMPLE #5
LOCK-IN
RELAY
L O K ~ I N
RELAY
This lock in circuit will drop out when ever the score motor turns.
The score motor switch is usually a #8 or #10 cam switch.
-35-
BREAK SW. FROM
ANOTHER RELAY
SCORE MOTOR
EXAMPLE #6
LOCK-IN
RELAY
LOCK-IN
RELAY
In this circuit the relay will not drop out with each score motor
index. The drop out can be delayed because of the other switch in
parallel with the score motor switch. The break switch from the
other relay must open before and remain open until after the score
motor impulse.
STEP UP UNIT
E.o.s.
EXAMPLE #7
LOCK-IN
RELAY
LOCK-IN
RELAY
The relay is locked in through a step up unit end of stroke switch.
The step up unit must advance for the relay to drop out. A typical
example of this circuit is in the point relay (10,100,1000) lock in
circuits.
""'"36-
I
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#455
FLASHER BULB
EXAMPLE #8
DELAY
RELAY
DELAY
RELAY
The delay relay circuit used in Bally games are actuated by the
slam switches located on the front door cabinet left side, and on
the mounting or bottom board.
Wnen the game is abused, the weighted switches pull in the delay
relay. The relay is locked in by the filament of the flasher lamp.
As the filament of the lamp heats up, the internal bimetal contacts
open the lamp circuit causing the relay to drop out.
SCORE RESET
RELAY
POINT (10-100-
RELAY 1000)
SCORE DRUM
UNIT ZERO SW.
8 SCM
COIN
RELAY
EXAMPLE #9
SCORE DRUM
UNIT ZERO SW.
RESET
RELAY 2 SCM
SCORE DRUM
UNIT STEP UP
SOLENOID
SCORE
RESET RELAY
RESET
RELAY
When the coin relay switch is closed, the reset relay is pulled in
starting the score motor. The reset relay will stay locked in until
all the score drum units advance to zero, and when #8 score motor cam
switch is actuated. As long as the reset relay is energized, the
score reset relay will pulse thru #2 score motor cam.
During the game reset time the score drum units will advance until the
score drum units zero switch opens.
-37-
INTRODUCTION TO SERVICING
More damage can be done by unnecessary adjustments and probing before
first considering what could have caused the trouble. Most operations
are more or less standard on all games. The sequence of operations
are also more or less standard.
(1) Start of a game:
(a) At start of a game, the coin (start) relay must first be
energized.
(b) Functions of the coin relay:
Operates the score motor
Energizes the reset relay, which in turn causes the score
reset relay(s) to pulse thru the #2 and/or #11 score motor
cam switches to reset the score drum units.
Resets the ball count unit.
Resets the credit unit, if credit was used to start the game.
Latches the game over relay.
On a 4-player game, resets the player up unit and the coin
unit.
On a 2-player game, latches the 2nd coin relay.
Operates the reset motor, if there is a trip relay bank.
Energizes the lock relay.
May reset features units, if any.
(c) Functions of the reset relay:
Will energize only at the start of a game.
The main function of the reset relay is to reset the score
drum units thru the score reset relay(s).
Operates the score motor.
On a 4-player game, in conjunction with the coin relay resets
the player up unit and controls the coin unit step up or re-
set of the unit.
On a 2-player game, it controls the latch or trip of the 2nd
coin relay.
While the reset relay is energized, it prevents the features
relays and scoring relays from operating.
May reset features not reset by the coin relay.
-38-
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f
(d) There may be other feature relays or units that are special
features of that particular game.
(2) During the play of a game:
(a) Functions of the outhole relay:
(b)
(c)
Operates the score motor
Advances the ball count unit after a ball has been played
and no extra ball has been earned, except in a 4-player game
it will advance the player up unit until the last eligible
player has played at which time it will advance the ball
count unit and reset the player up unit.
Resets feature units, except hold-over features.
Completes circuit to operate the outhole kicker solenoid.
While energized, will drop out the tilt relay on all 2 and
4 player also adjustable on some one player games.
Functions of the outhole relay on a 2 or 3 ball game:
The functions are the same as above, except this relay does
not advance the ball count unit or the player up unit or
drop out the tilt relay. Instead of these functions, the
outhole relay controls the circuit to the 2nd or 3rd ball
relay and the ball release relay when all balls are out of
play.
Functions of a 2nd or 3rd ball relay:
A 2nd ball relay is used on a 2 ball game.
This relay is energized when the outhole relay is energized
and both balls are out of play.
This relay when energized indicates the end of the play for
the player up on that ball.
A 3rd ball relay is used on a 3 ball game.
This relay is energized when the outhole relay is energized
and all three balls are out of play.
This relay when indicates the end of the play for
the player up onthat ball.
When both the ball release relay and the 2nd or 3rd ball re-
lay are energized, they complete the circuit to advance the
player up unit or advance the ball count unit and reset the
player up unit.
-39-
(d) Functions of ball release relay:
This relay is energized when both of the balls are out of
play in a 2 ball game, or when all 3 balls are out of play
on a 3 ball game.
When the outhole relay and the 2nd or 3rd ball relay are
energized then the outhole relay drops out, the ball re-
lease relay is energized.
If the outhole relay is not energized, only the ball re-
lease relay will operate.
Advance the ball count unit or the player up unit if both
the ball release relay and the 2nd or 3rd ball relay are
energized.
Operates the score motor
Energizes the ball release solenoid thru the normally open
#4 score motor cam switch.
(e) The ball count unit will advance only when the ball index
relay is energized; if the extra ball relay is not energized.
On some 1-player games, the ball count unit is advanced at
the start of the game and the unit is reset one position at
a time at the end of each play. The unit will advance one
position whenever an extra ball is earned up to and including
9 balls .to play.
When the score glass reads "balls to play",the ball count unit
resets one position at the end of each play.
When the score glass reads "ball in play", the ball count
unit advances one position at the end of ea.ch play.
On a 4-player game, the ball count unit does not advance until
the last eligible player has played. This is determined by
the player up unit in conjunction with the coin unit.
(3) Completion of a game:
(a) The game over relay is tripped when the adjusted number of
balls have been played thru the ball count unit disc. The
game may be adjusted for either 3 balls per game or 5 balls
per game not counting the extra balls scored.
(b) The game over relay is tripped when the power to the game
is cut off even momentarily, thru the lock relay switch.
(c) On most 1 player games, if the game is tilted the game over
relay is tripped. On some 1 player games, it is adjustable
to trip the game over relay or stop the action of the ball
in play.
-40-
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(4) Functions of the 2nd and 3rd coin chute relays:
(a) The main function of these relays is to add credits to the
credit unit for coin played, the number of credits is de-
termined by the adjustments on the 3rd coin chute adjust-
ment plug.
(b) These relays do not reset the game. To reset the game, it
is necessary to press the credit button on the front door.
(c) These relays should operate the score motor.
If either relay is energized but the score motor does not
operate check the following:
The score motor terminal plug should be plugged in.
The coin chute switch wire form should be in top position of
curved slot.
Turn score motor cam manually, it may be jammed.
Check switch adjustment of relay which is energized, especially
the switch with a red-yellow wire.
TROUBLE-SHOOTING HINTS
Coins Rejected:
l. (a) Visually check the coin lock-out coil on the front door. It
should be energized with the armature flap touching the coil
core. If not energized,check following:
(b) Checks for power supply to the game:
Check with a meter or test probe from yellow wire to black
wire for 50 volts.
If no meter or test probe is available, press left flipper
button. The display lites should lite. ( Not on later models)
(c) Causes of power supply failure:
Power line "on-offll toggle switch may be turned "off
11
(switch is located on bottom of cabinet).
Power line fuse may be burned out or not making good contact
with fuse holder. Unplug game before checking. (the fuse
is located by the transformer, in early maels).
Line cord may be broken.
Power failure to line cord.
50 volt fuse may be burned out or not making good contact
with fuse holder. This fuse has red-white wire and black
wire.
-41-
(d) Power supply is okay: and coin lock-out is not energized,
check following:
Score motor terminal plug should be plugged in.
#1 score motor cam switch with yellow wire and gray-red
wire should be making.
Cable connector from cabinet to mounting panel properly
plugged.
Check for 50 volts at coin lock-out terminals.
The coin may be defective.
Coin lockout bar may be jammed or binding.
2. If coin lock-out is energized and the coins are rejected clean
out the coin acceptor mechanism. There may be some foreign matter
slowing down or deflecting the coin.
Score Motor
1. Score motor runs continuously at start of game, check following,
in order listed below:
(a) If credit relay is energized, check adjustment of credit button
switch and #7 score motor switch with brown-red wire and green
yellow wire. Also check adjustment of credit relay switch with
green-yellow wire and brown-red wire.
(b) If coin relay is energized, check adjustment of 1st coin chute
switch and #8 score motor switch with brown-red wire and blue-
white wire. Also check adjustment of coin relay switch and
credit relay switch with blue-white wire. Also check adjust-
ment of coin relay switch and credit relay switch with blue-
white wire and gray wire.
If 2nd coin chute adjustment plug is adjusted, for one play
from 2nd coin chute, check adjustment of that switch.
(c) If 2nd or 3rd coin chute relay is energized, check the switch
adjustment of the respective coin chute. The wire form that
actuates the switch may have come out of the slot. It is best
to remove the coin acceptor mechanism for better viewing. Also
check the 3rd coin chute adjustment plug. If 2nd coin chute
relay remains energized unplug the plug with a brown-white wire;
if it is the 3rd coin chute relay, unplug the one with the
orange-white wire. If this corrects the problem, check the
score motor cam switch involved and the coin chute relay switch
that locks in the relay. (the switch with a jumper wire to
the relay coil).
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(d) If the reset relay is energized, this relay is pulled in by
the coin relay. Once energized it is held energized by all
score drum units zero switches, as well as by #8 score motor
cam switch with yellow wire and green-black wire. If any
one of these switches does not open, the reset relay will re-
main eneigized. The top zero switch locks-in the reset re-
lay. The switch below it, completes the circuit to pulse
the solenoid until the unit reads "O".
2. Score motor runs continuously, during play of a game:
(a) Check the adjustment of the #1 score motor cam switch with a
yellow wire and red-yellow wire. This switch should open at
index position of the score motor unit.
(b) If there is a ball in the outhole and the ball does not kick
out, check the outhole kicker circuit on the schematic. The
pulse that operates the outhole kicker solenoid is generally
on cam 7 or cam 4. Check adjustment of switches on these
cams. It is also possible that the outhole kicker solenoid
is defective.
3. Score motor does not run:
(a) Check the score motor terminal lug. The wire may be un-
plugged.
(b) If the 3rd coin chute relay is energized, generally there is
something holding the 3rd coin chute switch in a down position.
To check, remove the 3rd coin acceptor mechanism. On some
games, .it is also necessary to check the 2nd coin chute.
Game Over Relay
1. This relay is generally an interlock relay, which is operated by a
trip coil and a latch coil, the trip coil is the assembly that re-
leases the switch actuator, and the latch coil is the assembly that
sets-up the switch actuator. On some games, the game over trip re-
lay is located on the trip bank assembly.
2. The trip circuit is explained under heading introduction to ser-
vicing sub-heading completion of a game.
3. If the game over relay fails to trip:
(a) When game is completed:
Check adjustment of wiper fingers on ball count unit disc.
Check the rivets on the ball count unit disc, they may be
dirty, clean the disc using a mild abrasive. Check wiper
tension, it should be about 1 ounce pressure, check the balls
per game. See that it is in the proper position.
The ball count unit should reset at the start of each game.
On some 1 player games with score glass marked ball in play,
the ball count unit will advance two steps for 3 balls per
game, or four steps for 5 balls per game.
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(b) If power is temporarily interrupted, check lock relay,
it should be de-energized. Also check switch adjust-
ment of normally closed lock relay switch with yellow
wire and green-red wire.
(c) At the start of a game, the game over relay should trip,
if the ball count unit had been advanced.
Check the ball count unit zero switch with yellow wire
and gray-white wire. This switch should close when the
ball count unit advances one position.
On a 4-player game, also check the zero switch on the
player up unit with the same wire colors. This switch
should close when the unit advances one position.
Credit Unit (also see under heading Step-up Units)
(1) This unit records the number of plays available with the credit
button.
(2) Credits are increased (up to and including 25 credits) by:
(a) 2nd or 3rd coin chute relay when energized.
(b) When a game is adjusted to award a credit when a pre-
adjusted score is registered.
(c) When number match is registered at the end of a game (when
so adjusted) .
(d) Special feature award (not on all games) is earned and ad-
justed to award a credit.
(3) Credit is deducted when the credit button is used to start a game
or to make additional players eligible to play.
(a) Credit is not deducted when a coin is used to energize the
coin relay.
(b) The credit button when pressed (with a credit shown) will
energize the credit relay; which in turn will energize the
coin relay.
The credit relay when energized must remain energized thru
its own lock-in switch, in series with the normally closed
#7 score motor cam switch, in order to deduct a credit.
Score Drum Units
(1) Reset at start of a game:
(a) These units are reset by pulses from the score reset relay(s)
that step the units to zero positions. When a unit reads
"0" the zero switch on the unit should open (2nd switch from
top) to stop the unit from advancing.
(b) When the reset relay is energized, it will remain energized
by its own lock-in switch, in series with the zero switches
of all the score drum units.
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I
1:
If any one of the zero switches (top switch) is closed, the
reset relay will remain energized. The reset relay is also
held energized by the #8 score motor with yellow wire and
green-black wire.
(c) The score reset relay (s) is fed by the same circuit that
holds the reset relay energized the pulses come from #2
and/or #11 score motor switches.
(2) Advance during play of game
(a) one units score is a dummy reel and does not advance.
(b) 10-90,100-900 and 1000-9000 score units are advanced by
their respective 10 point, 100 point and 1000 point relays.
(c) 10,000-90,000 units are advanced by the 1000 point relay
switch in series with the 9th position switch on the 1000-
9000 unit (bottom switch). The 9th position switch should
close when the units reads "9".
(d) When the 10-90 score drum reads "9" and 10 points are scored,
the 10 point relay is energized which will advance the 10-90
score drum unit to zero and at the same time will energize the
100 point relay thru the 9th position switch (bottom switch)
on the 10-90 score drum unit.
(e) Scores from 100-900 score drum unit is transferred to the
1000-9000 score drum unit in the same manner as described
under (d) .
(f) In a 2 player game, the above circuit also involves the ball
count unit disc to separate the 9th position switches of 1st
and 2nd players.
(g) In a 4 player game, the above circuit involves the player up
unit disc to separate the 9th position switches of various
players.
(h) There is an end-of-stroke switch on 10-90, 100-900 and 1000-
9000 score drum units (on bottom of units), which holds the
respective 10,000 or 1000 point relay energized until the
respective unit drive arm has engaged the next tooth on the
ratchet. The unit is advanced by a spring when the solenoid
is de-energized. The end-of-stroke switch must open when
the drive arm has 1/32" travel to engage the next tooth of
the ratchet.
Thumper Bumper
If the thumper bumper skirt (plastic ring with post that goes thru the
hole in the playfield) g ~ stuck, it can be due to two things:
(a) The post on the skirt is not centered in the cup of the
switch blade. To correct this, the switch mounting bracket
may have to be moved.
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Post
(b) There may be too much switch tension on the tip of the
skirt post.
(c) Clean out the cup on the switch blade and apply a very
small amount of coin machine grease in the cup. (on
metal cup only) .
There are two models of the post assemblies:
(a) Old model has only a solenoid.
(b) New model has a solenoid and a latch coil. On the old
model, the solenoid should be de-energized at the end of
a game.
On the new model, the solenoid should de-energize when the
post is latched in down position.
If it remains energized, check the adjustment of the end-of-
stroke switches. The switches should be adjusted in the
latched position. Don't hold down plunger while adjusting
switches. The over-travel of the plunger in relation to
latch position is about 1/32". This is adjustable by moving
the latch coil assembly.
Game does not score
(1) Check 50 volt fuse.
(2) Check cable plugs.
(3) Check adjustment of following normally closed switches:
Game over relay switch with black wire and yellow-black wire.
Reset relay switch with yellow-black wire and red-white wire.
Tilt relay switch with red-white wire and red wire.
(4) Check 10 point, 100 point and 1000 point relays to see if any of
them are energized. Check following if a relay is locked in:
Playfield panel switches, that energize the relay. Switches
should be open. Check lug end of switch, see that there is
no strand of wire shorting switch, or a piece of conducting
material.
(5) Check game over and tilt relays - one or both may be tripped.
Relays
(1) Cleaning Contacts:
Only use burnishing tool. Don't use a contact file, the
contacts are silver.
(2) Switch adjustment:
Adjustments should be made with a stroking action. Sharp
bends fracture the blade.
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(3) Buzzing relays:
Buzzing is generally caused by the armature not being able
to properly seat on the coil core.
Causes of buzzing:
Too much back tension on switch blades.
Too low voltage to the transformer.
Burr or foreign substance on the coil core relay frame bent
out of shape.
Armature bent.
Step-Up Units
Step up unit solenoids do not advance the units, they pull the drive
arm to engate the next tooth on the ratchet. When the solenoid is
de-energized, the spring on the drive arm advances the unit to the
next position.
I. (1) Sluggish units:
To check, non-resetting units:
Raise the drive (step up) pawl and index pawl from the ratchet
I (see parts catalog,page 113).
I Rotate wiper assembly, it should turn freely.
To check, resetting units:
Manually reset unit, then rotate wiper assembly; it should
turn freely.
To check, escapement reset units:
(see parts catalog, page 146). Hold down reset plunger and
raise escapement pawl away from ratchet.
Rotate wiper assembly or on replay counter unit, rotate the
drum they should turn freely.
(2) Causes of Sluggishness:
Units with disc and wiper assembly. Disc may be dirty, resi-
due of old grease or oil.
Resetting unit with a zero switch should be able to reset when
unit has advanced only one step.
Too much tension of zero switch against ratchet pin may hold
ratchet from a complete reset.
Resetting unit with a limit switch when manually turned past
the limit position may hang up on the limit switch, thus
prevents unit from resetting to zero position.
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