Difference between revisions of "EM Repair"

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====Continuous Stepper====
 
====Continuous Stepper====
 
By far the most common stepper is the continuous stepper.  They come large and small.  The small unit is the infamous, often cursed and never loved AS stepper on later Gottliebs.  This is used most often for the match feature and occasionally as part of the circuit for spinner scoring.  The AS unit can often be removed from the game by unplugging a pair of Jones plugs.  In theory this was done so that the AS match unit could be removed from areas where matches for free games were not allowed.  As a practical matter, it is probably a good thing as these miserable little Rube Goldbergian contraptions will cause you grief at some point and will need to be rebuilt, preferably in a good light.  Good lighting is required because when the AS relay malfunctions and needs to be rebuilt, it will get its last lick in by flinging a part of itself across the floor in a desperate suicidal mission to permanently bring your game down.<br>
 
By far the most common stepper is the continuous stepper.  They come large and small.  The small unit is the infamous, often cursed and never loved AS stepper on later Gottliebs.  This is used most often for the match feature and occasionally as part of the circuit for spinner scoring.  The AS unit can often be removed from the game by unplugging a pair of Jones plugs.  In theory this was done so that the AS match unit could be removed from areas where matches for free games were not allowed.  As a practical matter, it is probably a good thing as these miserable little Rube Goldbergian contraptions will cause you grief at some point and will need to be rebuilt, preferably in a good light.  Good lighting is required because when the AS relay malfunctions and needs to be rebuilt, it will get its last lick in by flinging a part of itself across the floor in a desperate suicidal mission to permanently bring your game down.<br>
 +
 +
<center>
 +
<gallery widths=220px heights=200px perrow=4 caption="Gottlieb Continuous Steppers">
 +
File:GTB 0-9 Unit Wiper Side.JPG|Gottlieb 0-9 (Match) Unit (Wiper Side)
 +
File:GTB 0-9 Unit Business Side.JPG|Gottlieb 0-9 (Match) Unit (Business Side)
 +
File:Placeholder.jpg|Placeholder for Gottlieb Woodrail 10K Unit (Wiper Side)
 +
File:Placeholder.jpg|Placeholder for Gottlieb Woodrail 10K Unit (Business Side)
 +
File:Placeholder.jpg|Placeholder for Gottlieb Player Unit (Wiper Side)
 +
File:Placeholder.jpg|Placeholder for Gottlieb Player Unit (Cam and Switch Stack Side)
 +
File:Placeholder.jpg|Placeholder for Gottlieb AS Stepper Unit
 +
File:Placeholder.jpg|Placeholder for Gottlieb AS Stepper Unit
 +
</gallery>
 +
</center>
 +
 +
<center>
 +
<gallery widths=220px heights=200px perrow=4 caption="Williams Continuous Steppers">
 +
File:Placeholder.jpg|Placeholder for Williams 0-9 Unit (Wiper Side)
 +
File:Placeholder.jpg|Placeholder for Williams 0-9 Unit (Business Side)
 +
File:WMS 00-90 Unit Top View.JPG|Williams 0-9 Unit (Top View)
 +
File:WMS 00-90 Unit Wiper Side.JPG|Williams 0-9 Unit (Wiper View)
 +
</gallery>
 +
</center>
 +
 +
<center>
 +
<gallery widths=220px heights=200px perrow=4 caption="Bally Continuous Stepppers">
 +
File:Placeholder.jpg|Placeholder for Bally 0-9 Unit (Wiper Side)
 +
File:Placeholder.jpg|Placeholder for Bally 0-9 Unit (Business Side)
 +
File:Placeholder.jpg|Bally 0-9 Unit (Top View)
 +
File:Placeholder.jpg|Bally 0-9 Unit (Wiper View)
 +
</gallery>
 +
</center>
  
 
Luckily, full size continuous steppers are much more common than their diminutive and cantankerous smaller brothers.  The full size stepper are often found in the match feature of earlier Gottlieb and Williams games, often ringing the bell while also stepping along merrily with the smallest score increment (1 or 10 points).  They are also used in Gottlieb woodrails to track the 10K points and send a signal over to the 100K stepper when it steps past 90K and needs to carry the decade over.  Another common application is in the "player unit" on multi-player Gottliebs.  By far the most common use of the continuous stepper is in the score reels.  In fact, it is so common that score reel rebuilding was given its own section in the Pinwiki.  A continuous stepper often is used very heavily, which means they are subject to wear out – possibly more than other failure modes such as getting gunked up.
 
Luckily, full size continuous steppers are much more common than their diminutive and cantankerous smaller brothers.  The full size stepper are often found in the match feature of earlier Gottlieb and Williams games, often ringing the bell while also stepping along merrily with the smallest score increment (1 or 10 points).  They are also used in Gottlieb woodrails to track the 10K points and send a signal over to the 100K stepper when it steps past 90K and needs to carry the decade over.  Another common application is in the "player unit" on multi-player Gottliebs.  By far the most common use of the continuous stepper is in the score reels.  In fact, it is so common that score reel rebuilding was given its own section in the Pinwiki.  A continuous stepper often is used very heavily, which means they are subject to wear out – possibly more than other failure modes such as getting gunked up.
<br clear=all>  
+
 
 +
<center>
 +
<gallery widths=220px heights=200px perrow=4 caption="Gottlieb Score Reels">
 +
File:RatTrapScrews.jpg|Gottlieb Metal "Rat Trap" Reel Unit
 +
File:Placeholder.jpg|Placeholder for Gottlieb Decagon Reel (First Generation)
 +
File:Placeholder.jpg|Placeholder for Gottlieb Decagon Reel (Second Generation)
 +
File:Placeholder.jpg|Placeholder for Gottlieb Decagon Reel (Third Generation)
 +
</gallery>
 +
</center>
 +
 
 +
<center>
 +
<gallery widths=220px heights=200px perrow=4 caption="Williams Score Reels">
 +
File:Placeholder.jpg|Placeholder for Williams Metal Score Reel
 +
File:WMS 4 in reel.JPG|Williams 4" Plastic Reel (Drum Side)
 +
File:WMS 4 in reel back.JPG|Williams 4" Plastic Reel (Back Side)
 +
File:WMS 3 in reel.JPG|Williams 3" Plastic Reel (Drum Side - No PCB)
 +
File:WMS 3 in reel back.JPG|Williams 3" Plastic Reel (Back Side - No PCB)
 +
File:WMS 3 in reel with PCB.JPG|Williams 3" Plastic Reel (Drum Side - With PCB)
 +
</gallery>
 +
</center>
 +
 
 +
<center>
 +
<gallery widths=220px heights=200px perrow=4 caption="Bally Score Reels">
 +
File:Placeholder.jpg|Placeholder for Bally Early 60's Score Reel (Drum Side)
 +
File:Placeholder.jpg|Placeholder for Bally Early 60's Score Reel (Back Side)
 +
File:Placeholder.jpg|Placeholder for Bally Late 60's / Early 70's Score Reel (Drum Side)
 +
File:Placeholder.jpg|Placeholder for Bally Late 60's / Early 70's Score Reel (Back Side)
 +
</center>
 +
<br clear=all>
  
 
===The Start Up Sequence Explained===
 
===The Start Up Sequence Explained===

Revision as of 09:18, 19 August 2011

1 Introduction

Put system info here

2 Safety

Pinball machines operate off line voltage (120V in U.S.) so care must be taken when working on your machine. If you are not comfortable with the risk you should only attempt repairs that can be done with the machine unplugged.

Most EM machines primarily operate with 6.3VAC and 25VAC, which is somewhat safe. However, line voltage will be present from the line-in cord to the primary side of the transformer and the service outlet. Also, some machines have coils which operate on 120VAC, so some relay switches, score motor switches, and anti-cheat / kick off switches have 120VAC present on them. Finally, some older machines have 120VAC going to the start switch and the weighted slam switch located on the coin door. On these games you should check to make sure the fish paper insulation is still in good condition. The fish paper is used to isolate switch voltages from other current conducting items, like the coin door. If the fish paper is torn, misaligned, or missing, there is the potential to receive a shock. This shock can occur while either playing the game, or by touching the suspect game and another, properly grounded game simultaneously.

By all means if you decide to work on a game, do not perform any repairs in socks or bare feet. Don't laugh people have done and do this.

3 Games

The "Big Three" manufacturers were Gottlieb, Williams, and Bally. The "best of the rest" would probably include Chicago Coin and Midway, as well as some popular foreign brands, such as Sonic, Segasa, Recel, Rally, Zaccaria, and Playmatic. Some of the foreign manufacturers used American pinball manufacturer parts in part or in whole. For example, Sonic is mainly based on Williams EM architecture, while Recel is mainly based on Gottlieb.

A quick search of the Internet Pinball Database, shows that between all the manufacturers, there are over 3403 electro-mechanical games within this very broad category. There were many companies which only produced a few games, especially early on.

4 Technical Info

4.1 Schematics

A guide to reading schematics is available here: http://tuukan.fliput.net/emkytkis_en.html

4.2 Relays

Relays are small coils that when energized complete one or more circuits. They are usually high resistance so they can be activated for a long time without burning up or blowing a fuse. They are the workhorse of the EM world; without the relay, the proper circuits do not get energized and nothing happens. The relays set up the conditions that the score motor then completes the work on.

For example, a 500 point relay will pull in, causing a circuit path to the 100 point relay (which adds 100 points directly to the active score reel set) to be made, and also starting the score motor. The score motor will turn and additional switches will pulse 5 times, causing the 100 point relay to pulse 5 times, adding 500 points to the score. A 5000 point relay operates the same way - except it's completing a circuit to the 1000 point relay. The same 5 pulses from the score motor "do the work" of adding the score.

It is the interconnection of relays and their circuits that comprise the "programming" of an electro-mechanical machine. You can change the way a game plays by adding and changing circuits, to either fix errors in the original programming, or to create new and exciting rules.

4.2.1 Series Relay Explained

stub

4.2.2 Reset Completed Relay

stub

4.3 Switches

Schematic symbols for a N.O. & N.C. switch

Leaf switches in pinball games come in 4 formats: Normally Open (N.O.), Normally Closed (N.C.), Break-Make, & Make-Make, the last 2 of which are really combinations of a N.O. and/or a N.C. switch. Regardless of their function, all switches are in fact, a N.O. or N.C. type.

Leaf switches in EM games are of 2 compositions,at least 2 bronze blades each holding a Silver Contact or a Tungsten Contact(occasionally 2 contacts per blade). Since silver is a very high conductor of electricity, it is used on most EM switches, with the exception of the flipper cabinet and End of Stroke (EOS) contacts, which are tungsten. Silver tarnishes and turns black, but this does not effect its conductivity. Silver contacts may be cleaned with a flex-file or sandpaper, in order to redress the switch for adequate surface contact. Tungsten flipper contacts must be redressed with an ignition-type flat file as used in automotive repair, as the contacts are too hard to be smoothed by sandpaper or flex file abrasive. Gold flashed contacts, are not normally used in EM games, and must NEVER be cleaned with a file or sandpaper. A business card, or thin cardboard, is all that is necessary to clean electronic gold flashed contacts.

4.3.1 Normally Open (N.O.) Switch aka Form A Switch

Normally Open Switch in resting state
N.O. switch called Closed When Energized (C.W.E) or Closed When In (C.W.I.) on Old Williams schematics c. 1950

This is a leaf switch that has 2 (rarely 4) contacts that complete a circuit when pushed closed by some mechanical device. The switch re-opens when the device moves away from the moveable contact, and the springiness of the blade opens the circuit. Gottlieb calls this type of switch, a “Form A” switch, and this term is sometimes used in its schematics.

4.3.2 Normally Closed (N.C.) aka Form B Switch

Normally Closed (N.C.) switch in resting state with optional nylon spacer
Normally Open & Closed switches on Bally Schematics, c. 1961.If you rotate the line segment representing the pole counter(anti-)-clockwise (CCW), it will have to go almost all the way around to touch the other wire, denoting a N.O.switch. A short CCW rotation signifies a N.C. switch

This type of switch, called a “Form B” switch by Gottlieb, opens a circuit when a mechanical device pushes against the blade. A typical use of a N.C. switch is the bottom cabinet tilt or game off switch GTB uses on early EM games. When the bottom of the cabinet is struck intentionally or by a disgruntled player, the weight on the end of the blade moves the contacts apart and turns the game off.

4.3.3 Break-Make aka Form C switch

Break-Make switch aka Form C in resting state
Schematic diagram of a Break-Make Switch

This switch is really a composite of a N.O. and a N.C. switch with just three blades instead of four. The moveable center blade has contacts on BOTH sides. Proper adjustment insures that when a device moves the center blade towards the open contact, the CLOSED switch OPENS BEFORE the center contact touches the open switch’s contact. When the pressure is released, the center blade returns to its N.C. side and re-makes contact. This type of switch is often used on relays. A Make-Break switch is really the same, just upside-down, or in reverse, of the order of actions of a Break-Make switch. Special care should be taken with a Make-Break switch that the three blades are at not time shorted together. This can happen often when the blade stiffener is maladjusted, and contacts the other blade of the pair.

4.3.4 Make-Make aka Form AA switch

Make-Make switch aka Form AA in resting state
Make-Make schematic diagram

A make-make switch is a composite switch consisting of two N.O. switches using only 3 blades. When mechanical pressure is applied to the blade, the switch “makes” or closes the circuit, and continues to move until a second switch contact is closed, tying all 3 blades together.

Additional information & photos about leaf switches can be found here.

4.4 Stepper Units

There are 3 basic types of steppers used in EM machines.

  • Step up / reset stepper
  • Step up / step down stepper
  • Continuous stepper

One thing that all steppers have in common is that then need to work well for you to be happy with the way your game functions. In fact, most of the functions are so integral to the game that your game will be "broken" if the steppers do not work. Most games cannot get through a reset sequence unless the score reels reset. Additionally, they might not advance to the next ball if the bonus is not counted down correctly. In order for a stepper to work correctly, it must be relatively clean and free of sticky grease and oil. The electrical contacts must be clean and should be coated with some sort of dielectric grease. The coil and plunger need to function smoothly. Finally, it needs to step once and only once per actuation. There are often adjustments to stops and coil locations that can be made to ensure this. When you actuate a stepper by hand, it needs to move smartly from by one step to the next. If this doesn't happen, it is time to rebuild your stepper.

4.4.1 Step Up / Reset Stepper

The step up/reset stepper is generally used when you only need to count up, not down. An example of the might be on a ball count unit that is used on a replay machine. For this application, you count up to 3 or 5 balls played, depending on the setting, then reset to 0 or 1 ball as part of the start up sequence. Step up/reset steppers are also used for the 100K unit on a Gottlieb Woodrail. They are also occasionally used for bonus counters with the "scan style" bonus used on some later Gottliebs, like Target Alpha or Hot Shot and certainly in other places as well.

4.4.2 Step Up / Step Down Stepper

A step up/step down stepper is possibly a little more common than the step up/reset style. A typical application would be as the ball count unit on an Add-A-Ball game. Here, it would step up the ball count to 5 (or 3), then step down one at a time as balls are used and step up one at a time as balls are earned. Anther, probably more common application is to count bonus points, where it would be to step up as bonus points are earned, and then step down at the end of the ball, or whenever the bonus is collected. Probably the most common application of all is to count the credits on a machine.

4.4.3 Continuous Stepper

By far the most common stepper is the continuous stepper. They come large and small. The small unit is the infamous, often cursed and never loved AS stepper on later Gottliebs. This is used most often for the match feature and occasionally as part of the circuit for spinner scoring. The AS unit can often be removed from the game by unplugging a pair of Jones plugs. In theory this was done so that the AS match unit could be removed from areas where matches for free games were not allowed. As a practical matter, it is probably a good thing as these miserable little Rube Goldbergian contraptions will cause you grief at some point and will need to be rebuilt, preferably in a good light. Good lighting is required because when the AS relay malfunctions and needs to be rebuilt, it will get its last lick in by flinging a part of itself across the floor in a desperate suicidal mission to permanently bring your game down.

Luckily, full size continuous steppers are much more common than their diminutive and cantankerous smaller brothers. The full size stepper are often found in the match feature of earlier Gottlieb and Williams games, often ringing the bell while also stepping along merrily with the smallest score increment (1 or 10 points). They are also used in Gottlieb woodrails to track the 10K points and send a signal over to the 100K stepper when it steps past 90K and needs to carry the decade over. Another common application is in the "player unit" on multi-player Gottliebs. By far the most common use of the continuous stepper is in the score reels. In fact, it is so common that score reel rebuilding was given its own section in the Pinwiki. A continuous stepper often is used very heavily, which means they are subject to wear out – possibly more than other failure modes such as getting gunked up.

Stop here. Ask yourself: "Do I need to take this apart further?" Or "Can I get away with just cleaning up the circuit board and maybe replacing the coil stop or coil sleeve?" This is your machine, so do whatever you are comfortable with. The directions that follow will get you through a complete overhaul. This allows for inspection and cleaning of all parts. It also may result in lost parts and misassembly.

  • Remove the E clip that retains the cam and ratchet hub assembly. E clips are known to go flying, often resulting in cuss words and trips to the hardware store. Ease the E clip out and keep your finger over it.
  • Remove the bottom two screws from the circuit board. Slide it out from the retaining post on top.
  • Desolder the lead from the circuit board. While it is possible to work around this 10 second job, you will spend an extra half hour trying to reach things that you can't reach without a tweezers. You will also spend an extra hour hunting the pieces that go flying and two hours on diagnosing the poor switch cleaning and misassembly that will inevitably result in not having adequate access to the parts. Spend the 10 minutes desoldering and soldering. It is time well spent.
  • Swing the circuit board out of the way and there you have it! Access to a mechanical engineering marvel. Take a moment to enjoy that.
  • Next, remove the coil stop, coil, plunger, insulating fish paper and coil sleeve. Unscrew the two screws holding the coil stop on and remove the coil stop. Slide out the coil and lift the plunger off the pin on the Step Up Pawl. Note any worn parts for replacement. Set aside the plunger, coil stop assembly, and coil sleeve for cleaning, unless any of these parts will be replaced.
  • Remove the Cam and Ratchet hub from the score reel assembly. You may need to rotate this while pulling it up. You may also need to move some of the spring loaded parts out of the way with a small screwdriver. (no picture)
  • Remove the E clip that holds Step Up Pawl A-3131 on. Remove the step up pawl and spring. Set aside for cleaning and/or replacement. (they should not need replacement) You can further disassemble this part to facilitate cleaning and drying if desired.
  • Remove the E clip retaining the A-5177 Drive Index Pawl Assembly on. Remove the spring and finally, the pawl.

At this point, your Rat Trap score reel is completely disassembled and ready for clean up. It should look like this.

Rat Trap Score Reel Assembly, Fully Stripped

Cleaning and Refurbishing the Parts

Circuit Board

  1. The circuit board will almost always need to be cleaned up. It will likely have a coating of old, dry, sticky grease on it. This coating causes sluggish score reel response, in turn preventing the machine from scoring correctly or maybe preventing it from resetting properly, resulting in the dreaded "score motor just runs" syndrome.
  2. Clean/degrease the circuit board with synthetic steel wool (a "scrubbie") and Mean Green. DO NOT use real steel wool. I prefer to clean up the circuit board in two steps. A general degreasing and a contact cleaning using Mean Green and a scrubbie followed by sandpaper with alcohol. This two step process will save you sandpaper and yield better results than a clean up with sandpaper alone – but it is your machine, if you want to skip the Mean Green step, feel free. After the intitial clean up, it should look pretty good, but we can do better.
  3. Next use alcohol and 600 grit wet or dry sandpaper to resurface the copper circuit board surface. You can use rubbing alcohol or denatured alcohol.
  4. Finally, coat the circuit board with a very light coating of Teflon grease. Very light.
  5. Lightly touch up the point on the Grounding Wheel.

Rotating and Actuating Parts

  1. Take all the parts you set aside, including the ratchet parts, springs etc. and douse them with Mean Green.
  2. Run a bottle brush through the holes if they are dirty.
  3. Chuck everything into an ultrasonic cleaner if you have one. Scrub the parts with a toothbrush if you don't have a cleaner. Be CAREFUL! Don't lose those small parts!
  4. Pull all the parts out and blow off with compressed air. You might want to put the smaller parts in a sock for this step so you don't blow them across the floor.

Score Reel

  1. Clean the number surface with Novus 2 and a gentle hand. Don't clean off the numbers.
  2. Coat the number surface with a coat of pure carnauba wax. Wipe off when dry.
  3. Clean the inside surface with Novus or Mean Green. (or leave it alone if you don't mind the dirt)

Coil/Coil stop/Coil Sleeve/Plunger

  1. The coil stop and coil sleeve are often borderline for replacement. Generally, I figure that if they show any wear, they get replaced. The plunger itself is usually OK, or maybe could stand to have the end that hits the coil stop re-faced with a grinder. The coil is generally either perfectly fine, or completely failed. This score reel got a new coil stop and coil sleeve. Both of these parts were marginal, but once it is apart, you may as well replace marginal parts.
  2. Replace the coil stop by holding it tightly in a vice and unscrewing the nut. Install the new one the same way.
  3. Slip the new coil sleeve into the coil.

Switches

  1. Tighten all switch stacks.
  2. Clean all switches with a flex stone, small file or folded 400 grit sandpaper. Blow out, or better yet, run a piece of paper through the switches to get rid of any grit left in the switch.


Reassembly

  • Install the Step Up Pawl A-3131, spring and E clip. I find it easier to hook both ends of the spring on and drop the assembly over the post. Take care not to overstretch the spring if you do it this way.
  • Install the A-5177 Drive Index Pawl Assembly, spring and E clip. You will likely need a dental pick, or needle nose pliers to install the spring.
  • Install the Cam and Ratchet Hub. This is trickier than it looks. I will get hung up on the spring loaded parts you just installed. Rotate it, use a small screwdriver to move the parts out of the way and gently push on it while rotating to get it to "drop" a level at a time. The first time you do it, you will have to keep looking to see what it is hung up on, but soon you will be a pro at it.
  • Reinstall the E clip that holds the Cam and Ratchet hub on
  • Drop the plunder in over the post on the Step Up Pawl.
  • Slip the coil with the new sleeve into the plunger.
  • Put the fishpaper insulator over the coil stop assembly and install both pieces onto the score reel frame. Don't forget the insulator. This can result in additional swearing.


  • Slip the circuit board onto the post and install the two screws/nuts that retain it. There is some slop in the holes, so center the circuit board hole on the Cam and Ratchet hub.
  • Solder the wire lead back on.
  • Hold the Grounding Wheel in place, being mindful of the proper orientation – the large hold and possibly the mark you put on it.
  • Put the numbered score reel in place, again being mindful of the orientation.
  • Put the spider washer, A-6362 over the score reel in any orientation.
  • Install the three self tapping screws to retain the score reel.
  • Put the score reel back in the backbox and retain it with the two cotter pins.

4.4.4 Chicago Coin Machine (CCM) 3" Score Reels

Overview:

CCM Score reels are different than many of the major manufacturers. Instead of having a switch for the decade rollover, the connections are performed by the wiper fingers on the circuit board. The switches are only for EOS on this unit.
For reference the following pictures are from a 1974 Hi Flyer.

4.5 Drop Targets

Complete Teardown and Rebuild of a Gottlieb Drop Target Bank

This procedure was developed a few years ago while working on a Volley. The Volley has three, 5 target banks. Sometime after rebuilding the first one, I decided that there must be a better way. No way would David Gottlieb have put up with dental picks and the like on his assembly line. So my goal was to develop a procedure that would require only fingers, or maybe a little "help" from a screwdriver. Note that this is for a complete overhaul. You might have to adapt if you just want to change a target or two. Generally, I like completely overhauling something and not worrying about it again, ever.

One other thing to note is that Gottlieb made three or four variations on this target bank. Some have series bars, some don't. Some have bent reset bars, some are straight etc. If you generally follow these directions and take a lot of pictures, you will be fine.

One thing I have discovered over time is that a common mistake is to spend a lot of time trying to save a little time. This comes up in auto repair a lot. People will try real hard to not pull off a part which is held on by 4 bolts. So, in order to save the 3 minutes of time removing the 4 bolts, they will add an hour to the repair time trying to work around the part they should just have removed. The procedure really takes everything apart. It took about 45 minutes to completely disassemble the bank, clean every part and re-assemble. By contrast, the when I did a Big Brave bank a few years prior to this, it took me hours to get it done, since I tried to not take it apart all the way.

One more thing – you can leave some of the sub assemblies together if you don't plan on running the parts through a cleaner. For instance, you could leave the brackets attached to the back of the target bank. It's your machine, you decide how far you want to take it down.

Drop Target Bank Rebuild Procedure:

Remove Drop Target Bank from game

Playfield in Full Service Position


  1. Put the playfield up in the full service position, with the playfield resting against the backbox. Use a towel to protect the playfield and backbox.
  2. Unscrew all the switch stacks one by one. Wrap each switch stack in low tack masking tape or thread a 5-40 nut onto each screw to hold the switch stack together.
  3. Undo the coil from the target bank. Don't let it just hang by the wires, tie it up with a piece of wire, string, tie wrap or old rubber ring.
  4. Remove the screws that hold the target bank to the bottom of the playfield and pull out the target bank.

Teardown – NOTE take more pictures than you will ever need. You will still not have enough.

Rebuilt bank on the left, dirty bank on the right. Note, I helped myself out a little here, in that this was the third bank I did (so I had practice) and I had an exact target bank to reference. Not even a mirror image, which can make you stop and think for a bit.

Two Target Banks
Target Bank Ready for Teardown

The bank was completely off, some of the mounting brackets were loose from pulling it from the machine. The "front" and "back" of the target bank assume the bank is situated as shown, with the targets furthest from you. The side closest to you is the "front" and the side furthest away from you (closest to the targets) is the "back".

Drop Target Bank Teardown Procedure:

  1. Remove the E clips on both sides of the rod
  2. Remove the two plastic bushings that guide the rod
  3. Remove the mounting bracket for the coil and rod
  4. Remove the mounting bracket for the other end of the rod Note, you may need to slide the rod back and forth ¼ to ½ inch to accomplish this.
  5. Remove the trigger arm return spring.
  6. Remove the rod that runs through all the triggers.
  7. Remove the front of the target bank.

At this point, you will have a sub-assembly like the one shown below. It should be fairly obvious that it is easy to pull off and reattach all those springs on the drop targets and triggers with the sub assembly as shown. One word of caution: Do not mix up the springs. The lighter weight springs attach to the plastic target. If you mix them up, the drop targets won't drop.

Target Bank Major Subassembly
  1. Remove all the springs from the drop targets and triggers.
  2. Pull out the drop targets.
  3. Disassemble the rest of the steel box (if desired for cleaning)

I feel that mechanical mechanisms work best when they are clean. They were not designed to work with a layer of grunge, oil and dirt on them, so I like to clean them up prior to re-assembly. If it is your first shot at this, you might want to minimize some of the disassembly and cleaning in favor of making sure you can get it back together. That said, I like to clean the face of the drop targets with Novus, then put a generous layer of carnauba wax over the hot stamped face for protection. Next, scrub out the nooks and crannies in all the parts with Mean Green and a toothbrush. Then, into the ultrasonic cleaner, if you have one, otherwise rinse off and blow the parts dry with compressed air. BE CAREFUL not to blow you parts all over the garage. You can put the little parts in an old sock or something when you blow them off. Wipe off the wax when dry. For the very small parts, like screws, you are probably better off not washing them at all, unless you have a lot of spare parts around.

Target Bank Assembly Procedure:

  1. Attach the "heavy" springs to the bottom plate.
  2. Attach the "back" (the side closest to the targets) to the top and bottom. Be careful and consult your pictures as it is easy to put the top on upside down, or mix up the top and the bottom. This is why you may be better off leaving these three sides of the steel box in place the first time you do this. ATTACH ALL THE SCREWS LOOSELY.
  3. Drop the targets in through the holes. No, you can't put the springs on first, they won't fit through the holes.
Drop in the targets and attach the springs to the targets.
  1. Stick the triggers in through the targets. Make sure you have them right side up.
  2. Attach the springs from the bottom plate to the trigger.
  3. Attach the springs from the target to the trigger.

Note: You can do the prior two steps in either order. You shouldn't need any tools to do it, but a needle nose pliers, a hemostat or even a small screwdriver may help you if you have sausage sized fingers. Once this sub assembly is together, the springs will hold the triggers in place.

  1. Feed in the reset arm. Make sure you have it oriented correctly. Notes: You cannot feed it in after you attach the back plate. Also, on a very long bank, you may need to feed it in prior to attaching the springs from the bottom plate to the triggers. Take care on how you position the reset arm - make sure it is on the correct side of the stop screws in the bottom plate. With this method of assembly, it is fairly obvious though.
  2. Attach the front plate. You may have to move the triggers around a little to get them to go though the proper slots in the front plate. This is fairly easy though.
  1. If there is a series arm, now is a good time to feed that in from one side or the other.
  2. Now, feed in the arm through the guides in the front plate and all the triggers, the reset arm and the series arm. Leave the E clips off of both sides of the rod for now. You may have to wiggle the trigger arms a bit to get the rod to feed through.
  3. Install the reset arm return spring.
  4. Install rod support on one end of the assembly and the coil bracket/rod support on the other end. Install the plastic bushings on the end of the rods.
  5. Tighten up all the loose screws.
  6. NOW – finally- install those E clips!
Completed Drop Target Unit

Put the entire assembly back into the game. Clean up the backside of the switches that the trigger arms actuate when the targets drop. Gunk on those is a major reason what targets only go down half way. I like alcohol for this. Verify that all targets score. Verify that when all targets are down, the series bar pulls away from the NO switch (if you have one) and the switch scores.<br.

Sit back, have a beer or other tasty cold beverage, and congratulate yourself on a job well done, secure in the knowledge that you will not have to do it again for 20 years.

4.6 Roto Targets

4.7 Pop Bumpers

Over time, pop bumpers will need to be removed. If removal is necessary, rebuilding / refurbishing the pop bumper is recommended. Below are several reasons why removal of a pop bumper assembly is necessary.

  1. The coil has melted from locking on and shorting its windings. Or, possibly the assembly has been gunked up by some unknowing repairman, who kept spraying the assembly to lubricate it. The assembly has become covered with years of built up gunk from the use of this unnecessary lubricant. The pop bumper now needs to be overhauled. Even though Williams recommends in their EM operational manuals to lubricate the coil plungers with graphite, pop bumpers should really never be lubricated.
  2. Another reason is due to the pop bumper body becoming broken or cracked. Pop bumper bodies are made of plastic, and deteriorate over time. In most instances, a cracked or broken pop bumper body does not impede the proper function of a pop bumper, but they can look unsightly.
  3. The final reason is related to appearance, but preservation comes into play. On the top side of the playfield, most pop bumpers have a Mylar shield or "free-floating" platter, which gets worn and looks ugly. If dirt and / or grit are present underneath the platter, (this is extremely common), the platter starts to act like sandpaper. The end result is that the platter wears away the clearcoat and paint versus protecting the playfield like it was intended to do. The only resolution is removal and / or replacement of this platter.

Gottlieb, and in the case of this narrative, Chicago Coin use "free-floating" Mylar platters. Some manufacturers such as Williams and Bally use self-adhering Mylar rings around the perimeter of the pop bumper skirt. The self-adhering style of protection may only need replacement if the Mylar ring is losing adhesion, and starting to lift away from the playfield.

For this narrative, refurbishing a pop bumper from a 1966 Chicago Coin Kicker machine will be discussed. Nearly all pop bumpers are constructed the same, so this rebuild will apply to many machines. Several solid state machines are similar, and equally apply.


Our target
This is the pop bumper that we will be restoring. As you can see the platter next to the playfield is well worn. This pop bumpers brother to the right will also need to be updated eventually.
Remove cap
The first step in working on the bumper is to remove the pop bumper cap. This is a game manufacturer / game era dependent step. In this case, we have two screws that need to be removed to access the interior.

For Gottlieb games, starting with Surf Side in 1967, gently compress the sides of the cap at 3 o'clock and 9 o'clock. In doing this, the tabs which hold the cap in place come free, and removal of the cap from the pop bumper body can be done.

Remove pop bumper bulb
Once we have gained access to the internals, remove the bulb from the lamp socket, and set it aside. A good tip is to place related parts from a section into an old peanut can or similar container to keep them together. At this point, do not remove the screws which secure the pop bumper body to the playfield. Instead, turn the playfield over to access the pop bumper "guts" on the underside.

Removing the playfield from the cabinet and placing it horizontally can make it much easier to work on. However, take special precautions not to crack or break plastics and other assemblies which are elevated higher than the playfield rails. The playfield should not be resting on these types of assemblies if it is turned over. Otherwise, these assemblies can and probably will break.

Pop Bumper Under playfield
Here is a look at the underside of the playfield with the pop bumper with parts identified (click on image to enlarge).
Remove mounting bracket
Remove the mounting bracket for the bumper. This is done by removing the two screws which hold the pop bumper plunger and yoke assembly to the mounting bracket. Next, remove the four screws which hold the mounting bracket to the playfield. In the case of this unit, removal of the pop bumper coil stop at the top is not necessary. On this game, one of the coil stop mounting screws has been removed, and not replaced. Probably by someone who removed it, and did not place it in a peanut can to keep the parts together, but I digress.

It is worth mentioning that most other manufacturers employ a pop bumper coil stop which is integral to the pop bumper mounting bracket, and not removable. Chicago Coin, "classic" Stern, Data East, Sega, and "new" Stern are the exceptions.

Remove rod and ring
Now remove the rod and ring by choosing an appropriate socket and unscrewing the nut cap from the rods. A 5/16" nutdriver is typically used.
Pop bumper bracket with plunger, yokes, and spring removed
Once the rods are removed, the plunger assembly can be lifted from the rods. Take note how it is assembled to restore the assembly to its original configuration.
Unsolder the lamp socket leads
Unsolder the lamp socket from the wires which feed it power.
Remove screws from pop bumper body
The playfield now has to be turned over again. Remove the two screws inside the pop bumper body which secure it to the playfield, and safely put them aside. Always take care not to lose any parts.


Removed bumper
The remaining portion of the pop bumper assembly on the top side of the playfield can now be removed. Just look at that mess around the Mylar protector.

Once the body has been removed, and at some point prior to reinstalling it, clean the pop bumper spoon switch with rag or towel dipped in rubbing alcohol. The spoon switch collects dirt, especially if any lubricants have bee applied to it.

Remove unwanted solder
Removal of the excess remaining solder from the lamp socket leads is necessary, if the lamp socket is to be reused. The leads will need to be clean to fit through the holes in the pop bumper base and body. If the lamp socket is not going to be reused, clip the socket leads just above the location where they were soldered.

Please note that the yellow piece on the tip of the skirt finger is not typically used with manufacturers other than this era of Chicago Coin.

It is also worth mentioning that Bally used metal skirt assemblies for a period during the mid-1960's.

Pop Bumper Shield
This is not a playfield restoration narrative to be sure. However, clean the area thoroughly under the old platter. After a good cleaning place down a new shield. A new platter can be purchased from the various pinball parts suppliers.


Shields new and old

These shields come in two flavors, self-adhering and free-floating. The recommended version is self-adhering, because once it is applied to the playfield surface, dirt and grime cannot get under it. The free-floating platters can be subject to the same wear as the originals, if not kept constantly clean. Ultimately, it is all a matter of personal preference which style to use. It may be necessary to cut the new replacement platter to fit. Use the removed platter as a guide for cutting the new replacement.


Pop Bumper Anatomy
Now, it's time to clean all of the pop bumper parts. This includes the skirt, base, and body. Note how all of the pieces go together to reassemble. The base is press fit into the pop bumper body and can be difficult to remove. Take your time and gently pry the pieces apart with a small screw driver, if required. Inside the base is a small spring which allows the skirt to retract to its centered, "home" position, after a pinball comes in contact with it.

Take extra care with any plastic pieces which are hot ink stamped. Even the most gentle cleaners like soap and water can possibly remove the ink. Test a cleaning agent on a very, very small portion of an inked area first, before cleaning the whole inked area.

The best way to clean the plastic parts is with a mild liquid soap and and warm water in the sink. On old toothbrush can be used to clean particularly dirty or hard to reach areas. Another method is to place the parts in the dishwasher. If using a dishwasher, do not put it on a heat dry cycle. Do not put plastics which are hot ink stamped in the dishwasher!

Clean the rod and rings with chrome polish from any auto parts store to make them shine again. Replacement parts can be purchased from most of the recommended pinball parts suppliers.

Reassemble the top portion of the pop bumper body
Reassembly is essentially the reversal of removal.

First, assemble the pop bumper body and associated parts which are located on the top of the playfield. The order in which the parts go together is the pop bumper body, the rod and ring, the skirt, the small skirt spring, and then the base. Next, insert the lamp socket leads into the top side of the pop bumper body. Make certain to use the two openings in the body, which are not intended for securing the body to the playfield.

Please note that some of the pop bumper skirts will have a small pointed tip on them. This pointed tip should point to the top of the playfield when installed. Our example does not have this little skirt tip. Next, place the pop bumper body onto the playfield, and using the two screws, secure the body to the playfield. Once the pop bumper body is secured, turn the playfield over to expose the underside again.

Pop Bumper Sleeves
You will notice there is a sleeve inside of the solenoid, and the plunger moves back and forth inside of it. This is commonly referred to as a coil sleeve. It is recommended to replace this sleeve, again available from most any of the recommended pinball parts suppliers. In this example, the original brass metal sleeve is on the right, and a new nylon replacement is on the left. Each style of sleeve has a small flange on one side. When installing a new sleeve in a solenoid, make certain the flanged side is facing towards the coil stop, and away from the pop bumper spring.

Some manufacturers did not use replaceable coil sleeves prior to the 1960's. In these cases, the coil sleeve is actually an integral part of the coil's windings. If the coil sleeve is brass, and there appears to be great difficulty in trying to remove it, don't remove it. Just clean it as best as possible. If the sleeve is worn through, replacement of the coil is the only solution.


Reassemble the plunger
Next, solder the lamp socket leads to the wires which feed power to the lamp. Then, place the plunger yokes over the rods, and secure the nuts to the rods. Do not over tighten these; Hercules need not apply here. Make them snug and secure. Along each step of the way, make sure the rod and ring moves freely, and that the skirt acts as if it is floating on the base. If things are not moving freely or feel restricted, go back and double check your work.

See how that plunger is shining in the picture, it was cleaned and polished too.

Remount the bracket
Now it is time to remount the bracket. Secure the plunger bracket to the mount with the two screws. These two screws will typically have captive lock washers on them. Next, place the solenoid over the plunger. Pay special attention to the orientation of the solenoid lugs. Make certain the solenoid wires are facing the proper direction. Otherwise, they may get in the way when the pop bumper activates. Finally, secure the bracket to the underside of the playfield with the 4 screws.
Inspect the switches
Now it is time to inspect the switches. The switch stack was not removed, so adjusting may not be needed. However, due to age and general wear, it may need some adjustment. Equally, contacts which are slightly pitted should be burnished.

It is a good practice to make certain that the skirt finger is centered within the spoon switch. Gently push on the center of the backside of the spoon switch. If the skirt finger moves at all, adjustment is necessary. Loosen the screws that mount the stack to the playfield, and adjust accordingly. Once the spoon switch is properly adjusted, push down on the skirt from the top side of the playfield. Push down at all points where a pinball can roll onto the skirt. Doing this will ensure the spoon switch contacts properly make at all possible positions.

Manually actuating the solenoid plunger
Manually actuate the solenoid plunger with you finger by pushing down on the edge of the yoke. If this case, make certain the normally closed EOS switch opens when the plunger is pulled in. In other cases, the switch activated by the yoke may be normally open. Everything should be moving freely with no binds. Check the rod and ring too for any bindings.


Pop Bumper Rebuilt
All done, she's lookin' 'more better'.

4.8 Score Motor

4.8.1 Photo Gallery of the Score Motor

4.8.1.1 Overview

The Score motor of an EM machine is really a electro-mechanical computer. Through a combination of a motor, cogs and switch stacks, the score motor controls the game reset, scoring and features for the pinball machine. Like a computer whose program has a fatal error, if a function controlled by the score motor cannot be executed, the score motor will run on and on, in a runaway fashion.

The score motor switches take a lot of abuse, and are often the target for an inexperienced repair person, when in fact, the reason the score motor will not stop rotating, is because a switch elsewhere is not operating correctly. The score reels are a notorious example of this, and will be discussed further below. Correct gap on the score motor switches is critical for proper game operation.

Most of the following will concern GOTTLIEB score motors, but the general sense will apply to some Williams and Bally, (Genco?) motors also. The score motor consists of a frame, gear motor, cam assembly and various switch stacks. The motor operates at 26 RPM, with a vertical shaft which has a cam assembly attached that operates the switch stacks.

4.8.1.2 Gottlieb Score Motor Physical Description & Function
Gottlieb Score Motor Cams


The cam assembly consists of 2 circular notched cams that rotate, driven by the motor. The cams in turn, actuate the switch stacks by two methods. Switch “dogs” ride along the edge of the cams, and pins protruding vertically from the face of the cams, above and below the score motor assembly, actuate switch stacks additionally. This arrangement creates 5 vertical levels of switch stack positions.

The top cam is divided into three equally spaced notches, while the lower cam has 3 notches which are further divided into 5 equally spaced teeth. When the score motor makes one complete revolution, this results in 3 complete operational cycles.

4.8.1.3 Gottlieb Switch Level Nomenclature (naming)
GTBScoreMotorLineDraw.jpg

Gottlieb names the switch stacks by level and orientation around the circumference of the top cam. At a casual glance, some of the switch stacks cannot be seen, because they are located below another switch stack. Each of the 5 positions around the circumference does NOT have the same number of switches or switch levels as the others.

Level A- Located at the bottom of the score motor assembly and actuated by the edge of the bottom cam.

Level B- Positioned just above the “A” level and operated by studs mounted vertically to the bottom of the top cam.

Level C- Switches actuated by the edge of the Top Cam.

Level D- Switches operated by vertical studs mounted to the top of the Top Cam.

Level E- A switch operated by a very long vertical stud mounted to the Top Cam. Switches are further identified by the position they occupy around the circumference of the score motor cams. The positions are labeled in a clockwise direction. 1,2,3,3 ½, & 4. A switch may be designated by the schematic by the label 1C, which tells the repairman that the switch in question occupies the switch stack at position 1 (NOT 1 o’clock), riding on Level C, which is operated by the edge of the Top Cam. There may be several switches all occupying the same location, or it may be unique. The numbers and letters have no bearing on the order in which any of the switches control any operation of the machine. Please see the diagrams and photos for a visual reference that may make this clear.

4.8.1.4 At Rest Machine Position
Gottlieb switch dog w/o switches attached

In a normal at rest condition, the score motor will be in a position where a “dog” will be resting in one of the 3 notches in the Top Cam, at Level C, Position 1. This switch will be a N.O. or Form “A” switch (as GTB calls it) whose function it is to lock-in the score motor for a 1/3 revolution when a power pulse is applied to the motor, coming from another circuit in the machine. The switch dog that rides along the edge of the cam, “climbs” out of the notch, closing the gap and making an electrical connection through switch 1 C. When the motor finishes rotating 1/3 of a revolution, the switch dog drops into the cam slot again, opening the circuit at 1C, thereby stopping the motor. Helping to keep the motor from over-running its desired position, is a single formed switch blade without any wires connected to it, that acts as a motor brake, located at position 3 ½ B. It sometimes happens that this switch is broken, and the game will act erratically. In proper operation, the switch at 3 ½ B contacts a cam stud, just after the switch at 1 C drops into its notch, stopping the motor.

In function, the score motor acts like a relay, but unlike a relay, the score motor can operate many switches from 1 to 5 times per power pulse. A further benefit of the score motor is that, the score motor supplies sufficient time for the stepper units to complete a step, ensuring proper game scoring and features.

Most of the switch stacks operate the same for each 1/3 of a revolution of the score motor, but the addition of the studs on the faces of the cams make it possible for a switch to operate only once for each complete revolution, or, if 2 studs are fixed at that level, two times for each revolution.

Each of the switch dogs have 2 slots in them, making it possible for the manufacturer to vary the timing of the operations that these switches control. These switch dog positions MUST NOT BE CHANGED. If you suspect that the position of a switch in the slot has been altered, in some schematics the proper location for the switch is indicated.

4.8.1.5 Detailed Operation and Identification of Score Motor Switch Positions

Below is a detailed explanation of the operation of each set of switches in a generic fashion, which may or may not be identical to your machine. Keep in mind that each motor number and letter position may refer to one or several individual switches. Although position 1 has switches that are first in operation, not all the switches at that position follow that sequence of operation.

Motor 1 A: This switch opens and closes 5 times for each 1/3 revolution of the score motor. The switch at 1A may control a scoring unit directly or in series with other motor switches through a controlling relay. It can also furnish impulses to reset continuous stepper units, to flash lights, or any other purpose where a short duration pulse is needed and timed through another motor switch.

Motor 1 B: Operates 4th in operational sequence and generally is used to time a scoring function. It can be used in series with other switches to eliminate or carry over the fourth pulse that would occur with motor 1 A.

Motor 1 C: As discussed above, this is the normal at rest position for the score motor. It functions as the motor override switch, and always operates the motor until 1C opens. This switch insures that the motor always stops at the same relative place, regardless when an external switch opens that triggered it. Additionally, motor 1C opens the replay button, keeping the player from energizing the start circuit until the motor is back to normal. Motor 1C cuts off power to the playfield switches while the motor is “off normal”, to keep scoring from the playfield from interfering with scoring coming through the motor. I may also control lights associated with scoring conditions active only when the motor is off normal.

This switch will often show a blue spark, especially noticeable in a darkened cabinet, that is a normal consequence of the motor’s EM field collapse when it turns off. Although normal, it causes pits and shortens the life of the contacts of 1C, which may need to be cleaned with a flexstone file or sandpaper, and its gap re-adjusted (if necessary), for reliable operation. This switch is the first thing that should be investigated when a score motor will not stop running.


Motor 1 D: Switches at 1D are actuated by studs attached to the top cam. If the 1D switches operate time with the 1st position of 1A, the switch is used to control scoring, or close a circuit to any unit such as a relay, that requires a pulse from motor1A. Motor 1D should be checked and adjusted if necessary, that it closes before motor 1A, and opens after motor 1A is opened.

If 1D is time coordinated with the 1C at rest position, it is usually used to turn on or off lights related to contacts on the playfield, or change score values of same.

Motor 1 E: Turns on or off lights for scoring and is not timed with motor 1A.

Motor 2 A: NOT USED.

Motor 2 B: Actuated by studs between the two cams and timed to operate between motor 4C and Motor 1C. Often used to hold in scoring, start, or extra ball relays, until they have completed their function. Drop out of these relays then occurs after 4C

Motor 2 C: This position is timed to the 2nd pulse from motor 1A, & is used to eliminate or carry over this pulse to other scoring circuits. The function of 2C may be to subtract the replay, step the total plays meter, reset a bank of relays, match (replay), or some other purpose that must time with motor 1A. This switch stack operates in the long position of the switch dog, while all the others are usually operated in the short dog position.

Motor 3 A: NOT USED

Motor 3 B: This motor position is timed with the 3rd pulse of 1A, and eliminates or carries the pulse to other scoring circuits in the machine. This switch stack may operate kickers, reset banks of relays, etc.

Motor 3 C: NOT USED

Motor 3 D: Operates with the motor at rest to turn on or off lights & control scoring, and may be used as an anti-cycle switch for a roto unit. Is not timed with Motor 1A.

Motor 3 E: May be used instead of, or in addition to 3D, and serves the same function.

Motor 4 A: This position is used as an alternative to 1A, and is timed to alternate with 1A. By operating this way, it reduces electrical load at any one time, due to this intentional staggering of operation with 1A. It may also flash lights when the motor is running, or in coordination with other relays.

Motor 4 B:This motor position is timed with the 3rd pulse from 1A and is used together with motor 3B. It is often used in the extra count circuit.

Motor 4 C: This position is timed with 1A in the final 5th pulse. It controls match, scoring, extra chute count, bank reset and other functions.

Motor 4 D: Operates in the rest position and therefore not timed to 1A. It controls lights, changes scoring, etc.

Games will always have exceptions and additional uses for the score motor at the above positions, and this section is meant to give an idea of the order of switch operation on the score motor. Ordinarily, no adjustment is needed in these switch positions, but attention should be paid to proper gaps for each leaf switch.

4.8.1.6 Servicing and Lubrication of the Gottlieb Score Motor
Bottom view of a GTB score motor. Use a few drops of 3-in-1 Oil in the indicated hole. Do NOT lubricate the brass gears


The score motor should have two kinds of lubrication when being serviced. A thin smear of a gel type grease like TEFLON GEL or similar should go on the edge of the top and bottom cams, and the studs which protrude from each. Excess lube that can get on the switch contacts must be avoided. In NO case, should you lube or oil the brass gears, and if someone has done so, remove the substance with a degreaser. The score motor itself takes a few drops of light oil like 3-in-1 oil, through a small hole in the base on the underside. To access the oil well of the score motor, most units were hinged, and held in place by a single hairpin opposite the hinged side. Pull the hairpin out with some needle nose pliers, and the motor can now be pivoted upward. Make sure to replace the clip when done. Pivoting the unit upward is also helpful when trying to view or adjust motor switches located in levels A or B.

Unfortunately, Gottlieb score motor units from the 1950's and early 1960's were physically screwed to the wood "motor board" from the underside of the board. To access the motor's oil well, the large wood "motor board" has to be removed, turned on its side or upside down, and the screws holding the score motor assembly must be removed. When removing the wood motor board, take precautions not to twist on contort wiring harnesses.

4.8.1.7 Understanding Which Stack of Score Motor Switches is Which
A single blade without wires attached designates position 3 1/2

This section refers to GOTTLIEB score motors only. There are little paper labels that are numbered 1 through 3 ½ and 4 stuck to the base plate of the score motor to identify which position you are looking at. Feel fortunate if yours are still there and legible. If just one of them is remaining, you can count clockwise from that one to determine which stack is which number. Sometimes ALL of the stickers are gone, but you still can determine the switch stack. Number 3 ½ is a wireless switch blade all by itself attached to the frame. Just identify # 3 ½ and count clockwise to 4, then 1, 2, & 3. It may help you to make little labels and attach them to understand what you are looking at quickly, and for future reference.

Not all switch positions have switch stacks at every level. It may help to un-pin the score motor and pivot it up to look at levels A and B, or to adjust them. Of course, you will do this with the power off, unless you have no fear of the consequences of finger grinding gears, merciless sharp edged cams and electrical sparks.

4.8.1.8 Score Motor will Not Stop Running: Frequent Cause

Besides investigating Motor Switch 1C (as above), a frequent cause of a score motor that will not stop running is located in the score reels (when equipped). Each score reel has a ZERO POSITION switch, and EVERY switch must be open for the game to complete its startup routine. If the switch is maladjusted or bent closed, the score motor will run on and not stop. The score reels may continue to cycle the reel with the bad switch, so that could be a clue as to where to investigate first. The wiring of the switch should also be inspected, since even if the switch operates correctly, the reel will not complete the circuit to the score motor. There may be other causes for a score motor that will not stop rotating, but the zero position switch is very common and deserves a special mention.

4.9 Kickers/Slingshots

4.10 Flippers

4.10.1 Photo Identification of Different Styles of Flipper Assemblies

Late Style 2" Gottlieb Flipper from 1967 Surf Side
Late Style 2" Gottlieb Upper Flipper from 1967 Surf Side. Note- Lack of EOS switch & unusual triangular bakelite link
Early example of reversed "impulse" flipper from a 1950 Williams Dreamy. This coil has a single winding, making it impossible to hold the flippers in an up position. The EOS switch breaks the current to the coil, so the player can only "slap" the pinball with both flippers at the same time. Either cabinet switch would operate both flippers.


4.11 Power Supply Issues

Williams silicon bridge rectifier:

The function of the rectifier and capacitor is to convert the alternating current (AC) to direct current (DC), supplying DC to the bumpers, kickers, etc. The bridge rectifier would typically never need replacing as it is rated well over the voltage and current requirements of the components it supplies. If, however, the 15 amp 24 volt fuse on the mechanism panel opens, it could be due to a faulty rectifier. Disconnect the AC input to the rectifier, replace fuse, and recheck. If the 10 amp fuse located next to the rectifier opens, check all DC components I.E. bumpers, kickers etc. for shorts.

Bally silicon bridge rectifier:

Bally also used a bridge to convert AC to DC for various coils (usually flippers) in some of their games. The wiring is similar to Williams' and the diagnosis of a bad bridge/fuse blown is the same - check the end of stroke switches on the flippers, and for any stuck contacts on pop bumpers, sling kickers, etc.

5 Test Procedures

5.1 Testing with a Jumper Wire

Details here: http://www.planetimming.com/Pinball/troubleshooting/EM%20Troubleshooting.pdf

5.2 Testing with a Test Light

How to build your own test light: http://www.planetimming.com/Pinball/Pinball_EM_test_light.html

5.2.1 Electrical short troubleshooting Fuse helper

alternative text
A circuit breaker aid with a blown fuse soldered in position

As an aid to finding the cause for an electrical short, you can make a circuit breaker tool to eliminate the need to constantly replace a fuse, while you investigate the cause. This could save you money in the long run. It is better to under-fuse the connection by a small amount, then to use the rated fuse rating, so a 3 amp circuit breaker could be used on a 5 amp fuse holder, or a 10 amp breaker for a 20 amp G.I. fuse holder. The very small GMA fuses (5x20mm) will probably need some kind of jumper wire setup.

  • a burned out fuse of any amperage or voltage (you were saving them just for such a thing!)
  • a circuit breaker of 1, 3, 5, or 10 amps, whatever amperage you require for the circuit you are troubleshooting. Buy ones like P/N 691-CMB10311C3NBA (CARLING) OR 655-W57-XB7A4A10-10 (Tyco)

Solder the burned out fuse to the spade terminals of the circuit breaker as shown in the photo. Alternatively, make a two wire female spade mini harness, and solder the bare wires to each end of the bad fuse and attach the circuit breaker that way.

6 Resources

Online help is available by posting a request to the rec.games.pinball newsgroup. If you're new to newsgroups, Google Groups provides an easy-to-use interface: http://groups.google.com/group/rec.games.pinball/ Create a post with "Tech EM: " in the heading and provide as much information as possible about the problem.

There is also an "empinbalmachines" group on Yahoo! Groups. http://games.groups.yahoo.com/group/empinbalmachines/

Team-EM provides help via e-mail. From the Team-EM site at http://www.team-em.com/ you can send an e-mail to the team (the link is at the bottom of the page).

Here is a handy file showing what fits what and the dimensions for coils and sleeves.

File:Coil Sleeves.pdf

7 Game Specific Problems and Fixes

Example would be servo controller on Independence Day pinball

8 Repair Logs

Did you do a repair? Log it here as a possible solution for others.