Coin Slot

Issue: 1982 August 090

Coin Slot Magazine - #090 - 1982 - August [International Arcade Museum]
Pinball Troubleshooting
Continued from page 45
"f') should oe moved to point "d." If Zero Ohms is then
obtained your problem would be in the circuitry just
eliminated (in this case either the rollover switch or any
intervening 'quick disconnect' connectors).
If, however, you still did not get Zero, keep
with the game's power on and voltages, rather than
resistances, are measured with the Volt/Ohmmeter.
The circuit of Figure 4 will again be used as an
example. To perform a Voltage Drop Test on that
circuit you would first start the game (so that the
"Game Over" relay would be in its normal, unoperated,
condition). Your Volt/Ohmmeter would be set up for
the 'A.C. Volts' function and the lowest voltage scale
moving your meter lead back one point in
selected that has as its maximum voltage reading a
the circuit (to point "c," then "b," etc.) until
voltage over30 Volts('50 Volt Scale,' for example). One
you locate the faulty part of the circuit. You
of the meter leads would be connected to the side of
the coil connected to the coil common power line
should then correct the problem (clean and adjust the
faulty switch or connector), and then retest everything
as two faults could have existed, one masking the
(point 'g" in Figure 4). The other meter lead should be
other.
would then be ready to perform the test.
connected to the other side of that coil (point "f'). You
A word of warning! Your test might seem to indicate a
Next, the rollover switch must be closed by hand, at
faulty switch yet the problem could be in a connector
which time the meter should register a voltage. If the
that is between the point you are testing and that
switch. So if the point you are testing and the previous
point tested are in different physical areas of the game,
look for the intervening connector and check it too.
voltage registered is the same as the transformer's coil
voltage(30 volts in this example), or very close to it, you
have no (or very little) voltage drop and your circuit is
probably operating properly. If, however, you get a
(HINT: You can perform a Zero Ohms Test on a single
lower voltage across the coil unwanted resistance is
component (switch, connector, etc.) by connecting
present somewhere in the circuit.
your two meter leads directly to the terminals of that
component. This is a good way to check if you have
properly fixed a fault in a component.)
VOLTAGE DROP
The presence of unwanted resistance will produce
an effect on a circuit known as voltage drop. Ohm's
Law can also be stated by the formula "E equals I x R."
This means that the voltage (E) across any circuit
element have a resistance (R) is equal to the current (I)
multiplied by the resistance. If, in our example in Figure
4, all of the circuit elements (fuse and switches) had
Zero resistance then the voltage drop across all of
them would be Zero since the current (I) would be
multiplied by Zero, thus producing a Zero voltage drop.
This means that in a properly operating circuit, all (or
almost all, remember some resistance is normal) of the
supply voltage will appear across the load enabling the
load to operate as it was designed to do.
If, on the other hand, any or all of these components
have unwanted resistance (denoted by the small "r" in
the boxes in Figure 4) they will produce a corre
sponding voltage drop, "e(4)," across it, equal to the
current, "I," multiplied by "r(4)." The same idea would
hold true for any of the other circuit elements by
multiplying their "r" by "I" to get their respective
To isolate the circuit component causing the resis
tance you would then proceed by moving your one
meter lead (the one on point "f") back in the circuit, one
point at a time ("d," then "c," etc.), until a point is
reached where full voltage is obtained. When this point
is found you have isolated the problem to the circuit
element you have just eliminated, just as in the case of
the Zero Ohms Test previously described. Don't forget,
however, that an intervening 'quick disconnect' con
nector could also be the culprit. The next step would be
to correct the problem and retest the entire circuit in
case more than one problem existed.
(IMPORTANT NOTE: While performing this test all
normally open switches (only the rollover switch in this
example) must be held closed. If not, an open circuit
would exist, and the full voltage would appear at all
points in back of the open circuit, because no current
will be flowing in the circuit and therefore would have
no (or little) voltage drop, even though a component
had a fairly high unwanted resistance. This same
condition can occur if a normally closed switch has a
very high resistance or is completely open.)
COMMON POWER CIRCUITS
Mention has been made several times in this and
previous articles of common power circuits, which feed
voltage drops ("e").
more than one circuit in a game. An example of such a
The result of all of this would be that the voltage
appearing across the load("E(L)" in Figure 4) would be
the source voltage, "E(S)," MINUS the sum of all the
individual voltage drops of the circuit components
("e(1)" plus "e(2)" plus "e(3)" plus "e(4)"). Thus, the
larger the voltage drops (produced by larger, unwanted
resistances) the less voltage will be supplied to the
circuit could be that part of the circuit of Figure 4
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between the upper side of the transformer winding and
point "d" (including the fuse and the normally closed
contacts of the "Tilt" and "Game Over" relays). You will
notice that I have indicated a line, labeled "A," which
represents the common point where other circuits fed
by this common circuit would be connected. We shall
now consider, using Ohm's Law, the effects on the
game of malfunctions in this type of common circuit.
If (in addition to the rollover switch and 10 Point
Relay circuit shown) other circuits were attached to
point "A" (in order to obtain power) each of these
for another test to determine the presence of unwanted
resistance in a circuit, the Voltage Drop Test. This test
circuits would use a certain amount of current to
is similar to the Zero Ohms Test, except it is performed
Continued on page 49
COIN
SLOT
© 46
The —THE
International
Arcade
Museum
August 1982
http://www.arcade-museum.com/
Coin Slot Magazine - #090 - 1982 - August [International Arcade Museum]
sLOr
:*«*
Bv Paul Olson
The year is 1978, you've got the day off of
work, and you promised your wife you would
go shopping with her. You get in your 13
mpg car and wonder when gas prices are
going to come down because nobody in
their right mind would buy one of those new little
foreign cars. As you head for town you have to stop and
wait in a construction zone. As you're waiting you
watch the big dozers and catapillars tearing up the
landscape, and you wonder what it would be like to
drive one of those big rigs. You are motioned on your
way, and a few miles later you hear, "Stop! Stop! A
dress sale!" You pull in and tell your wife you'll wait
outside. You look over the small shopping area of 4
stores; a dress shop, a barber shop, toy store, and ar
cade. As you walk to the arcade you think — wouldn't it
be nice to just play a game that would put you into a
fantasy world (remember Pacman, Defender, Asteroids
and the videos don't exist yet).
You look through the arcade at lots of pinballs, a new
Americoin
DOZER
TV game called Pong, and what's this — a bulldozer.
Hey, I was just thinking of what it would be like to drive
one of those. So in goes your quarter and away you go.
Americoin's DOZER is different, to say the least. The
color is lime green with black trim and safety stripes,
the slanted front is a solid glass sheet, and inside, on
vacuum molded plastic, is the complete mining scene
on the three walls of the machine. When you look at the
back inside wall of the machine, starting on the left, you
see a ton rating, a large plastic silo, and two smaller
plastic silos filled with small bits of plastic. Those two
small filled tubes represent the crusher and processor,
and the ore separator. As soon as you start the game, a
blower keeps the plastic pieces in those tubes swirling
around for the duration of the game. The large silo, on
the left, is your job to fill. In the bottom inside of the
machine is your Dozer and plastic sand for you to
move. Also, on this floor of the machine are two small
holes that you must push your sand to. The lower front
of the glass contains your instruments with a gauge for
temperature, hydraulic pressure, air pressure, oil, gen
erator, boiler, RPM and fuel. All these are static and do
not move except the gas gauge, which acts as your
timer. You start with a full tank of gas and play until you
hit empty.
So you put in your quarter, and you grab the two
handles on the front of the machine. Each handle
controls one tread of your dozer, and the left handle
has a trigger which lifts your dozer blade. Not so easy is
it. Remember, both handles have to be moved to go
straight forward or backward, and only one handle is
used to turn, which stops one track and keeps the other
moving. Just like the real thing. As you start pulling and
pushing your plastic sand into the holes the ton meter
registers your progresa Two tons and you light up
Peeble Pusher, 15 tons—Hopper Jockey, 30 tons-
Big Loader and, if all goes well, 50 tons—Dozer Master.
DOZER is big, being three feet deep, over three feet
wide, and over four feet high, and that all wood cabinet
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1982 Arcade Museum
© August
The International
is heavy. This size makes it a tough-to-sell home game
because you have to take the base off and turn the ma
chine sideways just to get it in most doors. In fact, this
also made it hard to move on arcade routes. Inside, the
machine is super simple with very few parts, and the
only trouble seems to come from the filters getting
dirty as they vacuum up the plastic dirt These filters
should be cleaned once in awhile. The machine is fun
to play, but after a few games you'll be surprised at how
good you can get at it, and it soon becomes boring to
play. Many of the large arcade dealers still stock and
sell these games to arcades. They are available to the
home market because videos have killed it for anything
other than a novelty item. Current price ranges I've
seen, as late as February 1982, price these machines
in the $500-$600 range.
THE COIN SLOT-47
http://www.arcade-museum.com/

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