How to break down an EM game for transport

My friend Marcus Trevino recently posted a comprehensive outline of the process to break down an EM game for shipping. Much of this can also apply to solid state games, and it’s an excellent checklist of how to properly prepare a game to be shipped or transported to minimize any damage…

Now, if you do not have a lift, you can still use a bar stool, metal chair or saw horse to help you. I recommend going to home depot or Lowes and getting a plastic saw horse. They are not too expensive. Best advice would be to go to harbor freight and buy a lift. It will be used time and time again.

01. Unplug the pinball machine.
02. Remove the playfield glass and place it in a safe location.
03. Remove the balls from the game and place them in a ziplock bag.
04. Re-install the playfield glass.
05. Open up the head and disconnect the jones plugs.
06. Remove the head bolts and place them in a ziplock bag.
07. Close up the head and return keys to cabinet door or place them in ziplock bag with head bolts.
08. If you wish to protect the backglass and head, place a piece of cardboard in front of the backglass.
09. Using blue painters tape or frog tape, secure the cardboard in place so that it covers the backglass.
10. Apply shrinkwrap to the head. Wrap it 4-5 times for ideal snugness.
11. Remove the blue painters tape from the top of the head.
12. Place cardboard or moving blanket across the playfield glass. This will protect the side rails.
13. Fold the head so it is lying on the cabinet body. Make sure the bottom of the head is resting against the right angle created by the wood base and playfield glass.
14. Using a strap, secure the folded head to the body of the cabinet. Do not over tighten. You want some give in the strap so you can slide cardboard into position.
15. Cut cardboard to fit the side of the cabinet body and slide it between cabinet & straps. Tighen Strap.
16. Once cardboard is in place, apply shrinkwrap to secure cardboard to cabinet body. The ideal method is to wrap with the playfield glass as north. You then want to roll the shrinkwrap beneath the cabinet body and back up the side and then over the playfield glass. At least 4-5 layers are needed for ideal snugness.
17. BE CAREFUL NOT TO WRAP THE LEG BOLT AREA. You want to be able to remove the bolts.
18. Go behind the machine and start loosening the bolts. You are only trying to loosen. DO NOT REMOVE
19. Place the bar stool, metal chair or saw horse in a spot that you easily access it while holding the back end.
20. With your left hand, grip the underside of the cabinet on the outside edge of the leg.
21. With you right hand, grip the underside of the cabinet on the outside edge of the leg.
22. Lift with your legs. The back end of the machine should now be off the floor.
23. Shift your hip so you can rest the game on it. Reach with one hand and slide the bar stool, saw horse or metal chair beneath the bottom edge of the back side of the cabinet.
24. Before letting go completely, make sure that the machine is stable.
25. Remove the bolts of one backleg and place the leg to one side and the bolts in a ziplock bag.
26. Repeat for the other back leg.
27. Now comes the tricky part. You will need to lift the back end with both hands.
28. Once you have the weight of the machine in your hands, you need to either slide the bar stool (or whatever you used) from beneath the pinball machine.
29. Slowly lower the back end of the machine to the ground. You can put a sofa cushion or pillows or blankets to help cushion the drop. Be wary, this will take some strength.
30. Once the legless back end is on the ground, you simply tip the game onto its but.
31. Remove the front legs. Place the bolts in a ziplock bag.
32. Collect your legs and stack them. Using blue painters tape or an old playfield rubber, bind the four legs together.
33. Place your coin door keys in the zip lock bag.
34. Place a piece of paper with the name of your game in the zip lock bag.
35. Place your zip lock bags inside of the leg crease.
36. Wrap the four legs with shrinkwrap. Place the wrapped legs on the head portion of your folded game.
37. Using Stretchwrap, create a pinball mummy by wrapping the game 4-5 complete rotations.
38. Your game is ready to be hand carted to its transportation vehicle.

WOZ Throne Room Bug Exposed

It was recently revealed in some online forums that a bug was discovered in the Wizard of Oz program code, that allowed very lucrative shots to be done repetitively, racking up large amounts of points.  This exploit was observed being used by a high-level pinball player and attracted the ire of WOZ software developer Keith Johnson, who was quite upset he had to find out about the bug from others after it was used in a competitive environment.

Keith was understandably upset, and I don’t blame him.  But once there was a bug known, those that were aware decided to keep it secret until it was patched.   Unfortunately with some people knowing the bug and actively taking advantage of it in competitive situations, some of us felt keeping the exploit private was unfair and counterproductive.

With the assistance of Marcus Trevino, tournament director at the Texas Pinball Festival and Houston Arcade Group and Josh Tidmore, I did some research and discovered the exact nature of this bug, which I’m revealing in the video below.   I’m doing this in hopes of making everybody aware of what the bug is and how to spot it being exploited.

Note that it’s NOT easy to even get to the point where it can be exploited.  It would take a pretty experienced player to use this glitch, but it’s definitely doable and very profitable when executed.

In a nutshell, the exploit has to do with the second phase of Emerald City Multiball Jackpots.   In order to use the exploit you do the following:

1.  Start ECMB (Emerald City Multi Ball) by lighting all the character letters and locking 3 balls in the center/right ramp.

2.  Complete the first phase of ECMB jackpot shots by hitting a character rollover and then shooting the right/center ramp.   After all three characters are collected, you then shoot the throne room to approach the Wizard.

3.  The second phase involves rolling over each character button (Tin Man, Scarecrow, Cowardly Lion) and then shooting the throne room to collect the jackpot/reward

You’re supposed to hit each character + throne room to get a jackpot.

The Jackpot starts at 20k and then increased by 10k for each subsequent Jackpot, so ideally completing the second wave would yield:

20k + 30k + 40k = 90k total points for all three character jackpots in the second phase.

However, if you avoid hitting the second and third character rollovers, and instead keep shooting the throne room, you can rack up consecutive, cumulative jackpots in perpetuity (20k + 30k + 40k + 50k + 60k, etc.) theoretically scoring endless amounts of points and jackpots that keep increasing.

 

Recommended mods to Bally-18/35 and Stern solenoid driver boards

In today’s episode, I go over some standard, recommended modifications to the Bally-35 series solenoid driver board. There are over 60 popular pinball games that use this hardware setup and these quick modifications will help make the game run better and more-reliably. They involve adding three jumpers to the board. Whenever I have a chance to work on one of these boards, I do these mods.

Here are some front and back pictures of both Bally and Stern Solenoid driver boards. The black wires are the mods. The other colored wires are done by operators having to do with the coil lockout relay.

Bally Solenoid Driver board
Stern Solenoid Driver Board

Stern Meteor Pinball – First Look at a new, heavily-played pick up

These days I’m pretty backed up on repair/restoration, but there’s always a “magic number” that’ll get me in gear to pick up a game. And when someone wants to reclaim their dining room or spare bedroom, I’ll do my best to help them out, as was the case with this “heavily-loved” Stern Meteor pinball game. I pop the hood on this baby and we take a look and see what’s going to be involved in getting it playable and in better condition..

Fixing slingshots and coils that don’t fire on Williams System 3+

In this video series, I go over a 1979 Williams Flash pinball machine that has a few issues. After rebuilding the sound card and getting the sound working, I move on to figuring out why several of the playfield features are not working. I go through step-by-step trying to figure out where the problem is and why certain coils are not firing, eventually tracing it all back to logic chips on the driver board. Watch me as I fumble my way into getting the game back to 100%, and as usual, pardon my occasional tangents and erroneous conclusions as I diagnose where the problems are in this un-edited video series.

flash_ic
In Summary, there are a few steps to follow when you’re trying to diagnose a playfield coil that does not properly fire.

First, as always, make a visual check of the playfield and connectors to see if you notice any obvious problem like a broken wire or diode, coil winding that has come loose, or an obviously burned coil, or cracked/loose solder joint.

Second, check to see if there’s power to the coil and it can be manually trigger by grounding the non-power-supplied lug.

Third, go into coil test mode and see if the coil can be fired from the diagnostics. (if it can but not in game play, it is likely a switch problem)

Forth, trace continuity in the switch matrix wiring to/from the playfield. Also note (as I later discovered while working on this game) that if the coil is using one of the special solenoids, it will have a second trigger switch/line that needs to be checked.

Fifth, if continuity checks out, then test the switch matrix or trigger lines on the driver board.

If you’re at this point and things still don’t work, it’s time to examine the driver transistors and pre-drivers… you should have, at step 1, examined the driver board to see if there were any obviously burned components on the driver board. Now you have to bust out a multi-meter and check the transistors and ICs in the signal path — noting that if they test good, this dosn’t mean they necessarily are good.

If there still is no conclusive cause, you have to start replacing components, starting with driver and pre-driver transistors, and then the 7408 and 7402s.